Coverage Report

Created: 2023-03-30 01:24

/src/DLXEmu/external/imgui/imgui.cpp
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// dear imgui, v1.89.5 WIP
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// (main code and documentation)
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// Help:
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// - Read FAQ at http://dearimgui.org/faq
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// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// Read imgui.cpp for details, links and comments.
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// Resources:
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// - FAQ                   http://dearimgui.org/faq
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// - Homepage & latest     https://github.com/ocornut/imgui
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// - Releases & changelog  https://github.com/ocornut/imgui/releases
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// - Gallery               https://github.com/ocornut/imgui/issues/5886 (please post your screenshots/video there!)
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// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)
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// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary
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// - Issues & support      https://github.com/ocornut/imgui/issues
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// Getting Started?
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// - For first-time users having issues compiling/linking/running or issues loading fonts:
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//   please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
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// See LICENSE.txt for copyright and licensing details (standard MIT License).
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// This library is free but needs your support to sustain development and maintenance.
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// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com".
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// Individuals: you can support continued development via donations. See docs/README or web page.
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// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
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// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
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// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
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// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
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// to a better solution or official support for them.
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/*
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Index of this file:
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DOCUMENTATION
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- MISSION STATEMENT
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- CONTROLS GUIDE
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- PROGRAMMER GUIDE
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  - READ FIRST
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  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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  - HOW A SIMPLE APPLICATION MAY LOOK LIKE
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  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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  - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)
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CODE
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(search for "[SECTION]" in the code to find them)
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// [SECTION] INCLUDES
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// [SECTION] FORWARD DECLARATIONS
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// [SECTION] CONTEXT AND MEMORY ALLOCATORS
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// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
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// [SECTION] MISC HELPERS/UTILITIES (File functions)
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// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
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// [SECTION] MISC HELPERS/UTILITIES (Color functions)
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// [SECTION] ImGuiStorage
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// [SECTION] ImGuiTextFilter
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// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
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// [SECTION] ImGuiListClipper
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// [SECTION] STYLING
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// [SECTION] RENDER HELPERS
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// [SECTION] INITIALIZATION, SHUTDOWN
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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// [SECTION] INPUTS
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// [SECTION] ERROR CHECKING
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// [SECTION] LAYOUT
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// [SECTION] SCROLLING
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// [SECTION] TOOLTIPS
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// [SECTION] POPUPS
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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// [SECTION] DRAG AND DROP
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// [SECTION] LOGGING/CAPTURING
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// [SECTION] SETTINGS
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// [SECTION] LOCALIZATION
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// [SECTION] VIEWPORTS, PLATFORM WINDOWS
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// [SECTION] DOCKING
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// [SECTION] PLATFORM DEPENDENT HELPERS
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// [SECTION] METRICS/DEBUGGER WINDOW
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// [SECTION] DEBUG LOG WINDOW
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// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
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*/
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//-----------------------------------------------------------------------------
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// DOCUMENTATION
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//-----------------------------------------------------------------------------
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/*
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 MISSION STATEMENT
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 =================
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 - Easy to use to create code-driven and data-driven tools.
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 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
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 - Easy to hack and improve.
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 - Minimize setup and maintenance.
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 - Minimize state storage on user side.
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 - Minimize state synchronization.
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 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
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 - Efficient runtime and memory consumption.
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 Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes:
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 - Doesn't look fancy, doesn't animate.
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 - Limited layout features, intricate layouts are typically crafted in code.
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 CONTROLS GUIDE
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 ==============
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 - MOUSE CONTROLS
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   - Mouse wheel:                   Scroll vertically.
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   - SHIFT+Mouse wheel:             Scroll horizontally.
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   - Click [X]:                     Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
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   - Click ^, Double-Click title:   Collapse window.
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   - Drag on corner/border:         Resize window (double-click to auto fit window to its contents).
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   - Drag on any empty space:       Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
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   - Left-click outside popup:      Close popup stack (right-click over underlying popup: Partially close popup stack).
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 - TEXT EDITOR
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   - Hold SHIFT or Drag Mouse:      Select text.
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   - CTRL+Left/Right:               Word jump.
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   - CTRL+Shift+Left/Right:         Select words.
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   - CTRL+A or Double-Click:        Select All.
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   - CTRL+X, CTRL+C, CTRL+V:        Use OS clipboard.
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   - CTRL+Z, CTRL+Y:                Undo, Redo.
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   - ESCAPE:                        Revert text to its original value.
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   - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors.
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 - KEYBOARD CONTROLS
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   - Basic:
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     - Tab, SHIFT+Tab               Cycle through text editable fields.
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     - CTRL+Tab, CTRL+Shift+Tab     Cycle through windows.
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     - CTRL+Click                   Input text into a Slider or Drag widget.
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   - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
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     - Tab, SHIFT+Tab:              Cycle through every items.
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     - Arrow keys                   Move through items using directional navigation. Tweak value.
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     - Arrow keys + Alt, Shift      Tweak slower, tweak faster (when using arrow keys).
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     - Enter                        Activate item (prefer text input when possible).
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     - Space                        Activate item (prefer tweaking with arrows when possible).
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     - Escape                       Deactivate item, leave child window, close popup.
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     - Page Up, Page Down           Previous page, next page.
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     - Home, End                    Scroll to top, scroll to bottom.
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     - Alt                          Toggle between scrolling layer and menu layer.
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     - CTRL+Tab then Ctrl+Arrows    Move window. Hold SHIFT to resize instead of moving.
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   - Output when ImGuiConfigFlags_NavEnableKeyboard set,
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     - io.WantCaptureKeyboard flag is set when keyboard is claimed.
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     - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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     - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
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 - GAMEPAD CONTROLS
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   - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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   - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
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   - Download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets
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   - Backend support: backend needs to:
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      - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
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      - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
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        Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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      - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
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   - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
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     with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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 - REMOTE INPUTS SHARING & MOUSE EMULATION
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   - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
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   - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
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     in order to share your PC mouse/keyboard.
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   - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
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   - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
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     Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
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     When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
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     When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
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     (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
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     (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
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     to set a boolean to ignore your other external mouse positions until the external source is moved again.)
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 PROGRAMMER GUIDE
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 ================
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 READ FIRST
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 ----------
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 - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
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 - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or
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   destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs.
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 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
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 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
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 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
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   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
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 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
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   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
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   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
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 - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
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 - This codebase is also optimized to yield decent performances with typical "Debug" builds settings.
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 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
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   If you get an assert, read the messages and comments around the assert.
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 - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace.
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 - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
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   See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
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   However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
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 - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
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 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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 ----------------------------------------------
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 - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
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 - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
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 - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
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 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
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   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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   likely be a comment about it. Please report any issue to the GitHub page!
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 - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
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 - Try to keep your copy of Dear ImGui reasonably up to date.
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 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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 ---------------------------------------------------------------
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 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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 - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
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 - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
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   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
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 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
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 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
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   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
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   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
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 - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
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 - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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 HOW A SIMPLE APPLICATION MAY LOOK LIKE
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 --------------------------------------
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 EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
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 The sub-folders in examples/ contain examples applications following this structure.
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
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     ImGui_ImplWin32_Init(hwnd);
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     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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     // Application main loop
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     while (true)
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     {
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         // Feed inputs to dear imgui, start new frame
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         ImGui_ImplDX11_NewFrame();
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         ImGui_ImplWin32_NewFrame();
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         ImGui::NewFrame();
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         // Any application code here
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         ImGui::Text("Hello, world!");
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         // Render dear imgui into screen
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         ImGui::Render();
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         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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         g_pSwapChain->Present(1, 0);
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     }
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     // Shutdown
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     ImGui_ImplDX11_Shutdown();
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     ImGui_ImplWin32_Shutdown();
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     ImGui::DestroyContext();
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 EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Build and load the texture atlas into a texture
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     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
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     int width, height;
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     unsigned char* pixels = NULL;
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     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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     // At this point you've got the texture data and you need to upload that to your graphic system:
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     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
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     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
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     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
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     io.Fonts->SetTexID((void*)texture);
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     // Application main loop
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     while (true)
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     {
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        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
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        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
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        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)
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        io.DisplaySize.x = 1920.0f;             // set the current display width
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        io.DisplaySize.y = 1280.0f;             // set the current display height here
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        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position
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        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states
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        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states
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        // Call NewFrame(), after this point you can use ImGui::* functions anytime
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        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
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        ImGui::NewFrame();
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        // Most of your application code here
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        ImGui::Text("Hello, world!");
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        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
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        MyGameRender(); // may use any Dear ImGui functions as well!
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        // Render dear imgui, swap buffers
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        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
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        ImGui::EndFrame();
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        ImGui::Render();
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        ImDrawData* draw_data = ImGui::GetDrawData();
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        MyImGuiRenderFunction(draw_data);
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        SwapBuffers();
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     }
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     // Shutdown
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     ImGui::DestroyContext();
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 To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
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 you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
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 Please read the FAQ and example applications for details about this!
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 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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 ---------------------------------------------
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 The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
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    void MyImGuiRenderFunction(ImDrawData* draw_data)
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    {
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       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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       ImVec2 clip_off = draw_data->DisplayPos;
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       for (int n = 0; n < draw_data->CmdListsCount; n++)
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       {
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          const ImDrawList* cmd_list = draw_data->CmdLists[n];
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          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
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          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
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          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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          {
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             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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             if (pcmd->UserCallback)
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             {
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                 pcmd->UserCallback(cmd_list, pcmd);
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             }
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             else
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             {
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                 // Project scissor/clipping rectangles into framebuffer space
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                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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                     continue;
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                 // We are using scissoring to clip some objects. All low-level graphics API should support it.
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                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
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                 // - Clipping coordinates are provided in imgui coordinates space:
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                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
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                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
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                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
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                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
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                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
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                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
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                 // The texture for the draw call is specified by pcmd->GetTexID().
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                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
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                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
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                 // Render 'pcmd->ElemCount/3' indexed triangles.
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                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
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                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
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             }
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          }
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       }
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    }
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 API BREAKING CHANGES
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 ====================
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 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
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 Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
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 When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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(Docking/Viewport Branch)
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 - 2023/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
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                          - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
404
                            you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
405
                          - likewise io.MousePos and GetMousePos() will use OS coordinates.
406
                            If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
407
408
 - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
409
                           - ImGuiSliderFlags_ClampOnInput        -> use ImGuiSliderFlags_AlwaysClamp
410
                           - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
411
                           - ImDrawList::AddBezierCurve()         -> use ImDrawList::AddBezierCubic()
412
                           - ImDrawList::PathBezierCurveTo()      -> use ImDrawList::PathBezierCubicCurveTo()
413
 - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
414
 - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
415
 - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
416
                         Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
417
                         it has been frequently requested by people to use our own. We had an opt-in define which was
418
                         previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
419
                           - OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
420
                           - Error:  #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
421
 - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
422
 - 2022/10/26 (1.89)   - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
423
 - 2022/10/12 (1.89)   - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
424
 - 2022/09/26 (1.89)   - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
425
                           - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl
426
                           - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
427
                           - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt
428
                           - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
429
                         the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
430
                         the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
431
                         exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
432
 - 2022/09/20 (1.89)   - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
433
                         this will require uses of legacy backend-dependent indices to be casted, e.g.
434
                            - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
435
                            - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')
436
                            - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
437
 - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
438
 - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
439
                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
440
                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
441
                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
442
 - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
443
                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
444
                         - previously this would make the window content size ~200x200:
445
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
446
                         - instead, please submit an item:
447
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
448
                         - alternative:
449
                              Begin(...) + Dummy(ImVec2(200,200)) + End();
450
                         - content size is now only extended when submitting an item!
451
                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
452
                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
453
 - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
454
                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
455
                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
456
                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
457
                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
458
                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
459
                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
460
                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
461
 - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
462
                        - Official backends from 1.87+                  -> no issue.
463
                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
464
                        - Custom backends not writing to io.NavInputs[] -> no issue.
465
                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
466
                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
467
 - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
468
 - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
469
 - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
470
 - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
471
                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
472
 - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
473
 - 2022/01/17 (1.87) - inputs: reworked mouse IO.
474
                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()
475
                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()
476
                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()
477
                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
478
                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
479
                       read https://github.com/ocornut/imgui/issues/4921 for details.
480
 - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
481
                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)
482
                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)
483
                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
484
                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
485
                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
486
                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
487
 - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
488
 - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
489
 - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
490
                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
491
                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
492
                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
493
                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
494
                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
495
 - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
496
 - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
497
 - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
498
 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
499
                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
500
                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder
501
 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
502
                        - if you are using official backends from the source tree: you have nothing to do.
503
                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
504
 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
505
                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft
506
                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
507
                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.
508
                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
509
                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
510
                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)
511
                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)
512
                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)
513
                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
514
                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
515
                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
516
                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
517
 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
518
                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()
519
 - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
520
 - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
521
 - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
522
 - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
523
 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
524
                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
525
                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
526
 - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
527
                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
528
                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
529
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
530
                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
531
                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg
532
                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback
533
                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData
534
 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
535
 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
536
 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
537
 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
538
 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
539
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
540
                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend
541
                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
542
                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
543
                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT
544
                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT
545
                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
546
                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
547
                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
548
 - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
549
 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
550
 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
551
 - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
552
 - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
553
 - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
554
 - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
555
                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
556
                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
557
                       - if you omitted the 'power' parameter (likely!), you are not affected.
558
                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
559
                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
560
                       see https://github.com/ocornut/imgui/issues/3361 for all details.
561
                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
562
                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
563
                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
564
 - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
565
 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
566
 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
567
 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
568
 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
569
 - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
570
 - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
571
 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
572
                       - ShowTestWindow()                    -> use ShowDemoWindow()
573
                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
574
                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
575
                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
576
                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
577
                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
578
                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
579
                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
580
                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
581
 - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
582
 - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
583
 - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
584
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
585
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
586
 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
587
                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
588
                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
589
                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()
590
                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
591
                       - ImFont::Glyph                       -> use ImFontGlyph
592
 - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
593
                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
594
                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
595
                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
596
 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
597
 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
598
 - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
599
 - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
600
                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
601
                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
602
                       Please reach out if you are affected.
603
 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
604
 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
605
 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
606
 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
607
 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
608
 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
609
 - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
610
 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
611
 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
612
 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
613
 - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
614
 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
615
 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
616
 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
617
 - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
618
                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
619
 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
620
 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
621
                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
622
                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
623
 - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
624
 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
625
 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
626
 - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
627
 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
628
 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
629
 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
630
 - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).
631
                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
632
                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
633
                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
634
 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
635
 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
636
 - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
637
                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
638
                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
639
                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
640
 - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
641
                       consistent with other functions. Kept redirection functions (will obsolete).
642
 - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
643
 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
644
 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
645
 - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
646
 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
647
 - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
648
 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
649
 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
650
                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
651
                       - removed Shutdown() function, as DestroyContext() serve this purpose.
652
                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
653
                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
654
                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
655
 - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
656
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
657
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
658
 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
659
 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
660
 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
661
 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
662
 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
663
 - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
664
 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
665
 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
666
                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
667
 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
668
 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
669
 - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
670
 - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
671
                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
672
 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
673
 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
674
 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
675
 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
676
 - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
677
 - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
678
 - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
679
                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
680
                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
681
                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
682
                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
683
 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
684
 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
685
 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
686
 - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
687
 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
688
 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
689
                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
690
                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
691
 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
692
 - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
693
 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
694
 - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
695
 - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
696
 - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
697
 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
698
 - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
699
                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
700
                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
701
 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
702
 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
703
 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
704
 - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
705
 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
706
 - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
707
 - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
708
 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
709
                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
710
                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
711
                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
712
                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
713
 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
714
 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
715
 - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
716
 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
717
 - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
718
 - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
719
 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
720
 - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
721
 - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
722
 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
723
 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
724
 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
725
                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
726
                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
727
 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
728
 - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
729
 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
730
 - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
731
                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
732
 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
733
                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
734
                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
735
                     - the signature of the io.RenderDrawListsFn handler has changed!
736
                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
737
                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
738
                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
739
                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
740
                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
741
                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
742
                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
743
                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
744
 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
745
 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
746
 - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
747
 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
748
 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
749
 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
750
 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
751
 - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
752
 - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
753
 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
754
 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
755
 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
756
 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
757
 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
758
 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
759
 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
760
 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
761
 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
762
 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
763
 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
764
 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
765
 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
766
 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
767
 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
768
 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
769
 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
770
 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
771
                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
772
                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
773
                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
774
 - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
775
 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
776
 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
777
 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
778
 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
779
 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
780
 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
781
 - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
782
 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
783
 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
784
 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
785
 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
786
 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
787
 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
788
789
790
 FREQUENTLY ASKED QUESTIONS (FAQ)
791
 ================================
792
793
 Read all answers online:
794
   https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
795
 Read all answers locally (with a text editor or ideally a Markdown viewer):
796
   docs/FAQ.md
797
 Some answers are copied down here to facilitate searching in code.
798
799
 Q&A: Basics
800
 ===========
801
802
 Q: Where is the documentation?
803
 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
804
    - Run the examples/ and explore them.
805
    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
806
    - The demo covers most features of Dear ImGui, so you can read the code and see its output.
807
    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
808
    - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the
809
      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
810
    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
811
    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
812
    - Your programming IDE is your friend, find the type or function declaration to find comments
813
      associated with it.
814
815
 Q: What is this library called?
816
 Q: Which version should I get?
817
 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
818
 >> See https://www.dearimgui.org/faq for details.
819
820
 Q&A: Integration
821
 ================
822
823
 Q: How to get started?
824
 A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
825
826
 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
827
 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
828
 >> See https://www.dearimgui.org/faq for a fully detailed answer. You really want to read this.
829
830
 Q. How can I enable keyboard controls?
831
 Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
832
 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
833
 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
834
 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
835
 >> See https://www.dearimgui.org/faq
836
837
 Q&A: Usage
838
 ----------
839
840
 Q: About the ID Stack system..
841
   - Why is my widget not reacting when I click on it?
842
   - How can I have widgets with an empty label?
843
   - How can I have multiple widgets with the same label?
844
   - How can I have multiple windows with the same label?
845
 Q: How can I display an image? What is ImTextureID, how does it work?
846
 Q: How can I use my own math types instead of ImVec2/ImVec4?
847
 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
848
 Q: How can I display custom shapes? (using low-level ImDrawList API)
849
 >> See https://www.dearimgui.org/faq
850
851
 Q&A: Fonts, Text
852
 ================
853
854
 Q: How should I handle DPI in my application?
855
 Q: How can I load a different font than the default?
856
 Q: How can I easily use icons in my application?
857
 Q: How can I load multiple fonts?
858
 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
859
 >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
860
861
 Q&A: Concerns
862
 =============
863
864
 Q: Who uses Dear ImGui?
865
 Q: Can you create elaborate/serious tools with Dear ImGui?
866
 Q: Can you reskin the look of Dear ImGui?
867
 Q: Why using C++ (as opposed to C)?
868
 >> See https://www.dearimgui.org/faq
869
870
 Q&A: Community
871
 ==============
872
873
 Q: How can I help?
874
 A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui!
875
      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
876
      This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project.
877
    - Individuals: you can support continued development via PayPal donations. See README.
878
    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt
879
      and see how you want to help and can help!
880
    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
881
      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
882
      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
883
    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
884
885
*/
886
887
//-------------------------------------------------------------------------
888
// [SECTION] INCLUDES
889
//-------------------------------------------------------------------------
890
891
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
892
#define _CRT_SECURE_NO_WARNINGS
893
#endif
894
895
#ifndef IMGUI_DEFINE_MATH_OPERATORS
896
#define IMGUI_DEFINE_MATH_OPERATORS
897
#endif
898
899
#include "imgui.h"
900
#ifndef IMGUI_DISABLE
901
#include "imgui_internal.h"
902
903
// System includes
904
#include <stdio.h>      // vsnprintf, sscanf, printf
905
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
906
#include <stddef.h>     // intptr_t
907
#else
908
#include <stdint.h>     // intptr_t
909
#endif
910
911
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
912
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
913
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
914
#endif
915
916
// [Windows] OS specific includes (optional)
917
#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
918
#define IMGUI_DISABLE_WIN32_FUNCTIONS
919
#endif
920
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
921
#ifndef WIN32_LEAN_AND_MEAN
922
#define WIN32_LEAN_AND_MEAN
923
#endif
924
#ifndef NOMINMAX
925
#define NOMINMAX
926
#endif
927
#ifndef __MINGW32__
928
#include <Windows.h>        // _wfopen, OpenClipboard
929
#else
930
#include <windows.h>
931
#endif
932
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
933
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
934
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
935
#endif
936
#endif
937
938
// [Apple] OS specific includes
939
#if defined(__APPLE__)
940
#include <TargetConditionals.h>
941
#endif
942
943
// Visual Studio warnings
944
#ifdef _MSC_VER
945
#pragma warning (disable: 4127)             // condition expression is constant
946
#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
947
#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later
948
#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types
949
#endif
950
#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
951
#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
952
#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
953
#endif
954
955
// Clang/GCC warnings with -Weverything
956
#if defined(__clang__)
957
#if __has_warning("-Wunknown-warning-option")
958
#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
959
#endif
960
#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
961
#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
962
#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
963
#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
964
#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
965
#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
966
#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
967
#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
968
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
969
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
970
#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
971
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
972
#elif defined(__GNUC__)
973
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
974
#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
975
#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
976
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
977
#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
978
#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
979
#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
980
#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
981
#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
982
#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
983
#endif
984
985
// Debug options
986
0
#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
987
#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
988
#define IMGUI_DEBUG_INI_SETTINGS    0   // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower)
989
990
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
991
static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
992
static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
993
994
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
995
static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
996
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
997
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
998
999
// Docking
1000
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
1001
static const float DOCKING_SPLITTER_SIZE                    = 2.0f;
1002
1003
//-------------------------------------------------------------------------
1004
// [SECTION] FORWARD DECLARATIONS
1005
//-------------------------------------------------------------------------
1006
1007
static void             SetCurrentWindow(ImGuiWindow* window);
1008
static void             FindHoveredWindow();
1009
static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);
1010
static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
1011
1012
static void             AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
1013
static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
1014
1015
// Settings
1016
static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
1017
static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
1018
static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
1019
static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
1020
static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
1021
1022
// Platform Dependents default implementation for IO functions
1023
static const char*      GetClipboardTextFn_DefaultImpl(void* user_data_ctx);
1024
static void             SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text);
1025
static void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1026
1027
namespace ImGui
1028
{
1029
// Navigation
1030
static void             NavUpdate();
1031
static void             NavUpdateWindowing();
1032
static void             NavUpdateWindowingOverlay();
1033
static void             NavUpdateCancelRequest();
1034
static void             NavUpdateCreateMoveRequest();
1035
static void             NavUpdateCreateTabbingRequest();
1036
static float            NavUpdatePageUpPageDown();
1037
static inline void      NavUpdateAnyRequestFlag();
1038
static void             NavUpdateCreateWrappingRequest();
1039
static void             NavEndFrame();
1040
static bool             NavScoreItem(ImGuiNavItemData* result);
1041
static void             NavApplyItemToResult(ImGuiNavItemData* result);
1042
static void             NavProcessItem();
1043
static void             NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
1044
static ImVec2           NavCalcPreferredRefPos();
1045
static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
1046
static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
1047
static void             NavRestoreLayer(ImGuiNavLayer layer);
1048
static void             NavRestoreHighlightAfterMove();
1049
static int              FindWindowFocusIndex(ImGuiWindow* window);
1050
1051
// Error Checking and Debug Tools
1052
static void             ErrorCheckNewFrameSanityChecks();
1053
static void             ErrorCheckEndFrameSanityChecks();
1054
static void             UpdateDebugToolItemPicker();
1055
static void             UpdateDebugToolStackQueries();
1056
1057
// Inputs
1058
static void             UpdateKeyboardInputs();
1059
static void             UpdateMouseInputs();
1060
static void             UpdateMouseWheel();
1061
static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
1062
1063
// Misc
1064
static void             UpdateSettings();
1065
static bool             UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
1066
static void             RenderWindowOuterBorders(ImGuiWindow* window);
1067
static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
1068
static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
1069
static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
1070
static void             RenderDimmedBackgrounds();
1071
static ImGuiWindow*     FindBlockingModal(ImGuiWindow* window);
1072
1073
// Viewports
1074
const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
1075
static ImGuiViewportP*  AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
1076
static void             DestroyViewport(ImGuiViewportP* viewport);
1077
static void             UpdateViewportsNewFrame();
1078
static void             UpdateViewportsEndFrame();
1079
static void             WindowSelectViewport(ImGuiWindow* window);
1080
static void             WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
1081
static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
1082
static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
1083
static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
1084
static int              FindPlatformMonitorForPos(const ImVec2& pos);
1085
static int              FindPlatformMonitorForRect(const ImRect& r);
1086
static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
1087
1088
}
1089
1090
//-----------------------------------------------------------------------------
1091
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
1092
//-----------------------------------------------------------------------------
1093
1094
// DLL users:
1095
// - Heaps and globals are not shared across DLL boundaries!
1096
// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
1097
// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
1098
// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
1099
// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
1100
1101
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1102
// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
1103
//   Change to a different context by calling ImGui::SetCurrentContext().
1104
// - Important: Dear ImGui functions are not thread-safe because of this pointer.
1105
//   If you want thread-safety to allow N threads to access N different contexts:
1106
//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
1107
//         struct ImGuiContext;
1108
//         extern thread_local ImGuiContext* MyImGuiTLS;
1109
//         #define GImGui MyImGuiTLS
1110
//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
1111
//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
1112
//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
1113
// - DLL users: read comments above.
1114
#ifndef GImGui
1115
ImGuiContext*   GImGui = NULL;
1116
#endif
1117
1118
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
1119
// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
1120
// - DLL users: read comments above.
1121
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
1122
0
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }
1123
0
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }
1124
#else
1125
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
1126
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
1127
#endif
1128
static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;
1129
static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;
1130
static void*                GImAllocatorUserData = NULL;
1131
1132
//-----------------------------------------------------------------------------
1133
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
1134
//-----------------------------------------------------------------------------
1135
1136
ImGuiStyle::ImGuiStyle()
1137
0
{
1138
0
    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.
1139
0
    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1140
0
    WindowPadding           = ImVec2(8,8);      // Padding within a window
1141
0
    WindowRounding          = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1142
0
    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1143
0
    WindowMinSize           = ImVec2(32,32);    // Minimum window size
1144
0
    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
1145
0
    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1146
0
    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1147
0
    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1148
0
    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1149
0
    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1150
0
    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
1151
0
    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1152
0
    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1153
0
    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
1154
0
    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1155
0
    CellPadding             = ImVec2(4,2);      // Padding within a table cell
1156
0
    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1157
0
    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1158
0
    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1159
0
    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
1160
0
    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
1161
0
    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
1162
0
    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1163
0
    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1164
0
    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1165
0
    TabBorderSize           = 0.0f;             // Thickness of border around tabs.
1166
0
    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1167
0
    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1168
0
    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1169
0
    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1170
0
    SeparatorTextBorderSize = 3.0f;             // Thickkness of border in SeparatorText()
1171
0
    SeparatorTextAlign      = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1172
0
    SeparatorTextPadding    = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
1173
0
    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1174
0
    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
1175
0
    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1176
0
    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1177
0
    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
1178
0
    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1179
0
    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1180
0
    CircleTessellationMaxError = 0.30f;         // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1181
1182
    // Default theme
1183
0
    ImGui::StyleColorsDark(this);
1184
0
}
1185
1186
// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
1187
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
1188
void ImGuiStyle::ScaleAllSizes(float scale_factor)
1189
0
{
1190
0
    WindowPadding = ImFloor(WindowPadding * scale_factor);
1191
0
    WindowRounding = ImFloor(WindowRounding * scale_factor);
1192
0
    WindowMinSize = ImFloor(WindowMinSize * scale_factor);
1193
0
    ChildRounding = ImFloor(ChildRounding * scale_factor);
1194
0
    PopupRounding = ImFloor(PopupRounding * scale_factor);
1195
0
    FramePadding = ImFloor(FramePadding * scale_factor);
1196
0
    FrameRounding = ImFloor(FrameRounding * scale_factor);
1197
0
    ItemSpacing = ImFloor(ItemSpacing * scale_factor);
1198
0
    ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);
1199
0
    CellPadding = ImFloor(CellPadding * scale_factor);
1200
0
    TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);
1201
0
    IndentSpacing = ImFloor(IndentSpacing * scale_factor);
1202
0
    ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);
1203
0
    ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);
1204
0
    ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);
1205
0
    GrabMinSize = ImFloor(GrabMinSize * scale_factor);
1206
0
    GrabRounding = ImFloor(GrabRounding * scale_factor);
1207
0
    LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor);
1208
0
    TabRounding = ImFloor(TabRounding * scale_factor);
1209
0
    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1210
0
    SeparatorTextPadding = ImFloor(SeparatorTextPadding * scale_factor);
1211
0
    DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);
1212
0
    DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);
1213
0
    MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);
1214
0
}
1215
1216
ImGuiIO::ImGuiIO()
1217
0
{
1218
    // Most fields are initialized with zero
1219
0
    memset(this, 0, sizeof(*this));
1220
0
    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
1221
1222
    // Settings
1223
0
    ConfigFlags = ImGuiConfigFlags_None;
1224
0
    BackendFlags = ImGuiBackendFlags_None;
1225
0
    DisplaySize = ImVec2(-1.0f, -1.0f);
1226
0
    DeltaTime = 1.0f / 60.0f;
1227
0
    IniSavingRate = 5.0f;
1228
0
    IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
1229
0
    LogFilename = "imgui_log.txt";
1230
0
    MouseDoubleClickTime = 0.30f;
1231
0
    MouseDoubleClickMaxDist = 6.0f;
1232
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1233
    for (int i = 0; i < ImGuiKey_COUNT; i++)
1234
        KeyMap[i] = -1;
1235
#endif
1236
0
    KeyRepeatDelay = 0.275f;
1237
0
    KeyRepeatRate = 0.050f;
1238
0
    HoverDelayNormal = 0.30f;
1239
0
    HoverDelayShort = 0.10f;
1240
0
    UserData = NULL;
1241
1242
0
    Fonts = NULL;
1243
0
    FontGlobalScale = 1.0f;
1244
0
    FontDefault = NULL;
1245
0
    FontAllowUserScaling = false;
1246
0
    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1247
1248
    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
1249
0
    ConfigDockingNoSplit = false;
1250
0
    ConfigDockingWithShift = false;
1251
0
    ConfigDockingAlwaysTabBar = false;
1252
0
    ConfigDockingTransparentPayload = false;
1253
1254
    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
1255
0
    ConfigViewportsNoAutoMerge = false;
1256
0
    ConfigViewportsNoTaskBarIcon = false;
1257
0
    ConfigViewportsNoDecoration = true;
1258
0
    ConfigViewportsNoDefaultParent = false;
1259
1260
    // Miscellaneous options
1261
0
    MouseDrawCursor = false;
1262
#ifdef __APPLE__
1263
    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
1264
#else
1265
0
    ConfigMacOSXBehaviors = false;
1266
0
#endif
1267
0
    ConfigInputTrickleEventQueue = true;
1268
0
    ConfigInputTextCursorBlink = true;
1269
0
    ConfigInputTextEnterKeepActive = false;
1270
0
    ConfigDragClickToInputText = false;
1271
0
    ConfigWindowsResizeFromEdges = true;
1272
0
    ConfigWindowsMoveFromTitleBarOnly = false;
1273
0
    ConfigMemoryCompactTimer = 60.0f;
1274
0
    ConfigDebugBeginReturnValueOnce = false;
1275
0
    ConfigDebugBeginReturnValueLoop = false;
1276
1277
    // Platform Functions
1278
    // Note: Initialize() will setup default clipboard/ime handlers.
1279
0
    BackendPlatformName = BackendRendererName = NULL;
1280
0
    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1281
1282
    // Input (NB: we already have memset zero the entire structure!)
1283
0
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1284
0
    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1285
0
    MouseDragThreshold = 6.0f;
1286
0
    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1287
0
    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
1288
0
    AppAcceptingEvents = true;
1289
0
    BackendUsingLegacyKeyArrays = (ImS8)-1;
1290
0
    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
1291
0
}
1292
1293
// Pass in translated ASCII characters for text input.
1294
// - with glfw you can get those from the callback set in glfwSetCharCallback()
1295
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
1296
// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
1297
void ImGuiIO::AddInputCharacter(unsigned int c)
1298
0
{
1299
0
    IM_ASSERT(Ctx != NULL);
1300
0
    ImGuiContext& g = *Ctx;
1301
0
    if (c == 0 || !AppAcceptingEvents)
1302
0
        return;
1303
1304
0
    ImGuiInputEvent e;
1305
0
    e.Type = ImGuiInputEventType_Text;
1306
0
    e.Source = ImGuiInputSource_Keyboard;
1307
0
    e.Text.Char = c;
1308
0
    g.InputEventsQueue.push_back(e);
1309
0
}
1310
1311
// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1312
// we should save the high surrogate.
1313
void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1314
0
{
1315
0
    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
1316
0
        return;
1317
1318
0
    if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1319
0
    {
1320
0
        if (InputQueueSurrogate != 0)
1321
0
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1322
0
        InputQueueSurrogate = c;
1323
0
        return;
1324
0
    }
1325
1326
0
    ImWchar cp = c;
1327
0
    if (InputQueueSurrogate != 0)
1328
0
    {
1329
0
        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1330
0
        {
1331
0
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1332
0
        }
1333
0
        else
1334
0
        {
1335
0
#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1336
0
            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1337
#else
1338
            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1339
#endif
1340
0
        }
1341
1342
0
        InputQueueSurrogate = 0;
1343
0
    }
1344
0
    AddInputCharacter((unsigned)cp);
1345
0
}
1346
1347
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1348
0
{
1349
0
    if (!AppAcceptingEvents)
1350
0
        return;
1351
0
    while (*utf8_chars != 0)
1352
0
    {
1353
0
        unsigned int c = 0;
1354
0
        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1355
0
        AddInputCharacter(c);
1356
0
    }
1357
0
}
1358
1359
// FIXME: Perhaps we could clear queued events as well?
1360
void ImGuiIO::ClearInputCharacters()
1361
0
{
1362
0
    InputQueueCharacters.resize(0);
1363
0
}
1364
1365
// FIXME: Perhaps we could clear queued events as well?
1366
void ImGuiIO::ClearInputKeys()
1367
0
{
1368
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1369
    memset(KeysDown, 0, sizeof(KeysDown));
1370
#endif
1371
0
    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
1372
0
    {
1373
0
        KeysData[n].Down             = false;
1374
0
        KeysData[n].DownDuration     = -1.0f;
1375
0
        KeysData[n].DownDurationPrev = -1.0f;
1376
0
    }
1377
0
    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1378
0
    KeyMods = ImGuiMod_None;
1379
0
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1380
0
    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
1381
0
    {
1382
0
        MouseDown[n] = false;
1383
0
        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
1384
0
    }
1385
0
    MouseWheel = MouseWheelH = 0.0f;
1386
0
}
1387
1388
static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
1389
0
{
1390
0
    ImGuiContext& g = *ctx;
1391
0
    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
1392
0
    {
1393
0
        ImGuiInputEvent* e = &g.InputEventsQueue[n];
1394
0
        if (e->Type != type)
1395
0
            continue;
1396
0
        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
1397
0
            continue;
1398
0
        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
1399
0
            continue;
1400
0
        return e;
1401
0
    }
1402
0
    return NULL;
1403
0
}
1404
1405
// Queue a new key down/up event.
1406
// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1407
// - bool down:          Is the key down? use false to signify a key release.
1408
// - float analog_value: 0.0f..1.0f
1409
// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
1410
// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
1411
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
1412
0
{
1413
    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
1414
0
    IM_ASSERT(Ctx != NULL);
1415
0
    if (key == ImGuiKey_None || !AppAcceptingEvents)
1416
0
        return;
1417
0
    ImGuiContext& g = *Ctx;
1418
0
    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
1419
0
    IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
1420
0
    IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
1421
1422
    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
1423
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1424
    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1425
    if (BackendUsingLegacyKeyArrays == -1)
1426
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
1427
            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1428
    BackendUsingLegacyKeyArrays = 0;
1429
#endif
1430
0
    if (ImGui::IsGamepadKey(key))
1431
0
        BackendUsingLegacyNavInputArray = false;
1432
1433
    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
1434
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
1435
0
    const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
1436
0
    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
1437
0
    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
1438
0
    if (latest_key_down == down && latest_key_analog == analog_value)
1439
0
        return;
1440
1441
    // Add event
1442
0
    ImGuiInputEvent e;
1443
0
    e.Type = ImGuiInputEventType_Key;
1444
0
    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
1445
0
    e.Key.Key = key;
1446
0
    e.Key.Down = down;
1447
0
    e.Key.AnalogValue = analog_value;
1448
0
    g.InputEventsQueue.push_back(e);
1449
0
}
1450
1451
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
1452
0
{
1453
0
    if (!AppAcceptingEvents)
1454
0
        return;
1455
0
    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
1456
0
}
1457
1458
// [Optional] Call after AddKeyEvent().
1459
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
1460
// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
1461
void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
1462
0
{
1463
0
    if (key == ImGuiKey_None)
1464
0
        return;
1465
0
    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
1466
0
    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
1467
0
    IM_UNUSED(native_keycode);  // Yet unused
1468
0
    IM_UNUSED(native_scancode); // Yet unused
1469
1470
    // Build native->imgui map so old user code can still call key functions with native 0..511 values.
1471
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1472
    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
1473
    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
1474
        return;
1475
    KeyMap[legacy_key] = key;
1476
    KeyMap[key] = legacy_key;
1477
#else
1478
0
    IM_UNUSED(key);
1479
0
    IM_UNUSED(native_legacy_index);
1480
0
#endif
1481
0
}
1482
1483
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1484
void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
1485
0
{
1486
0
    AppAcceptingEvents = accepting_events;
1487
0
}
1488
1489
// Queue a mouse move event
1490
void ImGuiIO::AddMousePosEvent(float x, float y)
1491
0
{
1492
0
    IM_ASSERT(Ctx != NULL);
1493
0
    ImGuiContext& g = *Ctx;
1494
0
    if (!AppAcceptingEvents)
1495
0
        return;
1496
1497
    // Apply same flooring as UpdateMouseInputs()
1498
0
    ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y);
1499
1500
    // Filter duplicate
1501
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
1502
0
    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
1503
0
    if (latest_pos.x == pos.x && latest_pos.y == pos.y)
1504
0
        return;
1505
1506
0
    ImGuiInputEvent e;
1507
0
    e.Type = ImGuiInputEventType_MousePos;
1508
0
    e.Source = ImGuiInputSource_Mouse;
1509
0
    e.MousePos.PosX = pos.x;
1510
0
    e.MousePos.PosY = pos.y;
1511
0
    g.InputEventsQueue.push_back(e);
1512
0
}
1513
1514
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
1515
0
{
1516
0
    IM_ASSERT(Ctx != NULL);
1517
0
    ImGuiContext& g = *Ctx;
1518
0
    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
1519
0
    if (!AppAcceptingEvents)
1520
0
        return;
1521
1522
    // Filter duplicate
1523
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
1524
0
    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
1525
0
    if (latest_button_down == down)
1526
0
        return;
1527
1528
0
    ImGuiInputEvent e;
1529
0
    e.Type = ImGuiInputEventType_MouseButton;
1530
0
    e.Source = ImGuiInputSource_Mouse;
1531
0
    e.MouseButton.Button = mouse_button;
1532
0
    e.MouseButton.Down = down;
1533
0
    g.InputEventsQueue.push_back(e);
1534
0
}
1535
1536
// Queue a mouse wheel event (some mouse/API may only have a Y component)
1537
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
1538
0
{
1539
0
    IM_ASSERT(Ctx != NULL);
1540
0
    ImGuiContext& g = *Ctx;
1541
1542
    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
1543
0
    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
1544
0
        return;
1545
1546
0
    ImGuiInputEvent e;
1547
0
    e.Type = ImGuiInputEventType_MouseWheel;
1548
0
    e.Source = ImGuiInputSource_Mouse;
1549
0
    e.MouseWheel.WheelX = wheel_x;
1550
0
    e.MouseWheel.WheelY = wheel_y;
1551
0
    g.InputEventsQueue.push_back(e);
1552
0
}
1553
1554
void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
1555
0
{
1556
0
    IM_ASSERT(Ctx != NULL);
1557
0
    ImGuiContext& g = *Ctx;
1558
0
    IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
1559
0
    if (!AppAcceptingEvents)
1560
0
        return;
1561
1562
    // Filter duplicate
1563
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport);
1564
0
    const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
1565
0
    if (latest_viewport_id == viewport_id)
1566
0
        return;
1567
1568
0
    ImGuiInputEvent e;
1569
0
    e.Type = ImGuiInputEventType_MouseViewport;
1570
0
    e.Source = ImGuiInputSource_Mouse;
1571
0
    e.MouseViewport.HoveredViewportID = viewport_id;
1572
0
    g.InputEventsQueue.push_back(e);
1573
0
}
1574
1575
void ImGuiIO::AddFocusEvent(bool focused)
1576
0
{
1577
0
    IM_ASSERT(Ctx != NULL);
1578
0
    ImGuiContext& g = *Ctx;
1579
1580
    // Filter duplicate
1581
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
1582
0
    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
1583
0
    if (latest_focused == focused)
1584
0
        return;
1585
1586
0
    ImGuiInputEvent e;
1587
0
    e.Type = ImGuiInputEventType_Focus;
1588
0
    e.AppFocused.Focused = focused;
1589
0
    g.InputEventsQueue.push_back(e);
1590
0
}
1591
1592
//-----------------------------------------------------------------------------
1593
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1594
//-----------------------------------------------------------------------------
1595
1596
ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1597
0
{
1598
0
    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1599
0
    ImVec2 p_last = p1;
1600
0
    ImVec2 p_closest;
1601
0
    float p_closest_dist2 = FLT_MAX;
1602
0
    float t_step = 1.0f / (float)num_segments;
1603
0
    for (int i_step = 1; i_step <= num_segments; i_step++)
1604
0
    {
1605
0
        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1606
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1607
0
        float dist2 = ImLengthSqr(p - p_line);
1608
0
        if (dist2 < p_closest_dist2)
1609
0
        {
1610
0
            p_closest = p_line;
1611
0
            p_closest_dist2 = dist2;
1612
0
        }
1613
0
        p_last = p_current;
1614
0
    }
1615
0
    return p_closest;
1616
0
}
1617
1618
// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
1619
static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
1620
0
{
1621
0
    float dx = x4 - x1;
1622
0
    float dy = y4 - y1;
1623
0
    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1624
0
    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1625
0
    d2 = (d2 >= 0) ? d2 : -d2;
1626
0
    d3 = (d3 >= 0) ? d3 : -d3;
1627
0
    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1628
0
    {
1629
0
        ImVec2 p_current(x4, y4);
1630
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1631
0
        float dist2 = ImLengthSqr(p - p_line);
1632
0
        if (dist2 < p_closest_dist2)
1633
0
        {
1634
0
            p_closest = p_line;
1635
0
            p_closest_dist2 = dist2;
1636
0
        }
1637
0
        p_last = p_current;
1638
0
    }
1639
0
    else if (level < 10)
1640
0
    {
1641
0
        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;
1642
0
        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;
1643
0
        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;
1644
0
        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;
1645
0
        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;
1646
0
        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1647
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1648
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1649
0
    }
1650
0
}
1651
1652
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1653
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
1654
ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1655
0
{
1656
0
    IM_ASSERT(tess_tol > 0.0f);
1657
0
    ImVec2 p_last = p1;
1658
0
    ImVec2 p_closest;
1659
0
    float p_closest_dist2 = FLT_MAX;
1660
0
    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
1661
0
    return p_closest;
1662
0
}
1663
1664
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1665
0
{
1666
0
    ImVec2 ap = p - a;
1667
0
    ImVec2 ab_dir = b - a;
1668
0
    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1669
0
    if (dot < 0.0f)
1670
0
        return a;
1671
0
    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1672
0
    if (dot > ab_len_sqr)
1673
0
        return b;
1674
0
    return a + ab_dir * dot / ab_len_sqr;
1675
0
}
1676
1677
bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1678
0
{
1679
0
    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1680
0
    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1681
0
    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1682
0
    return ((b1 == b2) && (b2 == b3));
1683
0
}
1684
1685
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1686
0
{
1687
0
    ImVec2 v0 = b - a;
1688
0
    ImVec2 v1 = c - a;
1689
0
    ImVec2 v2 = p - a;
1690
0
    const float denom = v0.x * v1.y - v1.x * v0.y;
1691
0
    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1692
0
    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1693
0
    out_u = 1.0f - out_v - out_w;
1694
0
}
1695
1696
ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1697
0
{
1698
0
    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1699
0
    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1700
0
    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1701
0
    float dist2_ab = ImLengthSqr(p - proj_ab);
1702
0
    float dist2_bc = ImLengthSqr(p - proj_bc);
1703
0
    float dist2_ca = ImLengthSqr(p - proj_ca);
1704
0
    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1705
0
    if (m == dist2_ab)
1706
0
        return proj_ab;
1707
0
    if (m == dist2_bc)
1708
0
        return proj_bc;
1709
0
    return proj_ca;
1710
0
}
1711
1712
//-----------------------------------------------------------------------------
1713
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
1714
//-----------------------------------------------------------------------------
1715
1716
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
1717
int ImStricmp(const char* str1, const char* str2)
1718
0
{
1719
0
    int d;
1720
0
    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
1721
0
    return d;
1722
0
}
1723
1724
int ImStrnicmp(const char* str1, const char* str2, size_t count)
1725
0
{
1726
0
    int d = 0;
1727
0
    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
1728
0
    return d;
1729
0
}
1730
1731
void ImStrncpy(char* dst, const char* src, size_t count)
1732
0
{
1733
0
    if (count < 1)
1734
0
        return;
1735
0
    if (count > 1)
1736
0
        strncpy(dst, src, count - 1);
1737
0
    dst[count - 1] = 0;
1738
0
}
1739
1740
char* ImStrdup(const char* str)
1741
0
{
1742
0
    size_t len = strlen(str);
1743
0
    void* buf = IM_ALLOC(len + 1);
1744
0
    return (char*)memcpy(buf, (const void*)str, len + 1);
1745
0
}
1746
1747
char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
1748
0
{
1749
0
    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
1750
0
    size_t src_size = strlen(src) + 1;
1751
0
    if (dst_buf_size < src_size)
1752
0
    {
1753
0
        IM_FREE(dst);
1754
0
        dst = (char*)IM_ALLOC(src_size);
1755
0
        if (p_dst_size)
1756
0
            *p_dst_size = src_size;
1757
0
    }
1758
0
    return (char*)memcpy(dst, (const void*)src, src_size);
1759
0
}
1760
1761
const char* ImStrchrRange(const char* str, const char* str_end, char c)
1762
0
{
1763
0
    const char* p = (const char*)memchr(str, (int)c, str_end - str);
1764
0
    return p;
1765
0
}
1766
1767
int ImStrlenW(const ImWchar* str)
1768
0
{
1769
    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit
1770
0
    int n = 0;
1771
0
    while (*str++) n++;
1772
0
    return n;
1773
0
}
1774
1775
// Find end-of-line. Return pointer will point to either first \n, either str_end.
1776
const char* ImStreolRange(const char* str, const char* str_end)
1777
0
{
1778
0
    const char* p = (const char*)memchr(str, '\n', str_end - str);
1779
0
    return p ? p : str_end;
1780
0
}
1781
1782
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
1783
0
{
1784
0
    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
1785
0
        buf_mid_line--;
1786
0
    return buf_mid_line;
1787
0
}
1788
1789
const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
1790
0
{
1791
0
    if (!needle_end)
1792
0
        needle_end = needle + strlen(needle);
1793
1794
0
    const char un0 = (char)ImToUpper(*needle);
1795
0
    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
1796
0
    {
1797
0
        if (ImToUpper(*haystack) == un0)
1798
0
        {
1799
0
            const char* b = needle + 1;
1800
0
            for (const char* a = haystack + 1; b < needle_end; a++, b++)
1801
0
                if (ImToUpper(*a) != ImToUpper(*b))
1802
0
                    break;
1803
0
            if (b == needle_end)
1804
0
                return haystack;
1805
0
        }
1806
0
        haystack++;
1807
0
    }
1808
0
    return NULL;
1809
0
}
1810
1811
// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1812
void ImStrTrimBlanks(char* buf)
1813
0
{
1814
0
    char* p = buf;
1815
0
    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
1816
0
        p++;
1817
0
    char* p_start = p;
1818
0
    while (*p != 0)                         // Find end of string
1819
0
        p++;
1820
0
    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
1821
0
        p--;
1822
0
    if (p_start != buf)                     // Copy memory if we had leading blanks
1823
0
        memmove(buf, p_start, p - p_start);
1824
0
    buf[p - p_start] = 0;                   // Zero terminate
1825
0
}
1826
1827
const char* ImStrSkipBlank(const char* str)
1828
0
{
1829
0
    while (str[0] == ' ' || str[0] == '\t')
1830
0
        str++;
1831
0
    return str;
1832
0
}
1833
1834
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
1835
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
1836
// B) When buf==NULL vsnprintf() will return the output size.
1837
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1838
1839
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
1840
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1841
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
1842
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
1843
#ifdef IMGUI_USE_STB_SPRINTF
1844
#define STB_SPRINTF_IMPLEMENTATION
1845
#ifdef IMGUI_STB_SPRINTF_FILENAME
1846
#include IMGUI_STB_SPRINTF_FILENAME
1847
#else
1848
#include "stb_sprintf.h"
1849
#endif
1850
#endif
1851
1852
#if defined(_MSC_VER) && !defined(vsnprintf)
1853
#define vsnprintf _vsnprintf
1854
#endif
1855
1856
int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
1857
0
{
1858
0
    va_list args;
1859
0
    va_start(args, fmt);
1860
#ifdef IMGUI_USE_STB_SPRINTF
1861
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1862
#else
1863
0
    int w = vsnprintf(buf, buf_size, fmt, args);
1864
0
#endif
1865
0
    va_end(args);
1866
0
    if (buf == NULL)
1867
0
        return w;
1868
0
    if (w == -1 || w >= (int)buf_size)
1869
0
        w = (int)buf_size - 1;
1870
0
    buf[w] = 0;
1871
0
    return w;
1872
0
}
1873
1874
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
1875
0
{
1876
#ifdef IMGUI_USE_STB_SPRINTF
1877
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1878
#else
1879
0
    int w = vsnprintf(buf, buf_size, fmt, args);
1880
0
#endif
1881
0
    if (buf == NULL)
1882
0
        return w;
1883
0
    if (w == -1 || w >= (int)buf_size)
1884
0
        w = (int)buf_size - 1;
1885
0
    buf[w] = 0;
1886
0
    return w;
1887
0
}
1888
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1889
1890
void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
1891
0
{
1892
0
    ImGuiContext& g = *GImGui;
1893
0
    va_list args;
1894
0
    va_start(args, fmt);
1895
0
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
1896
0
    {
1897
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
1898
0
        *out_buf = buf;
1899
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
1900
0
    }
1901
0
    else
1902
0
    {
1903
0
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
1904
0
        *out_buf = g.TempBuffer.Data;
1905
0
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
1906
0
    }
1907
0
    va_end(args);
1908
0
}
1909
1910
void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
1911
0
{
1912
0
    ImGuiContext& g = *GImGui;
1913
0
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
1914
0
    {
1915
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
1916
0
        *out_buf = buf;
1917
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
1918
0
    }
1919
0
    else
1920
0
    {
1921
0
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
1922
0
        *out_buf = g.TempBuffer.Data;
1923
0
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
1924
0
    }
1925
0
}
1926
1927
// CRC32 needs a 1KB lookup table (not cache friendly)
1928
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
1929
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
1930
static const ImU32 GCrc32LookupTable[256] =
1931
{
1932
    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
1933
    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
1934
    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
1935
    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
1936
    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
1937
    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
1938
    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
1939
    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
1940
    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
1941
    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
1942
    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
1943
    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
1944
    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
1945
    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
1946
    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
1947
    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
1948
};
1949
1950
// Known size hash
1951
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
1952
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
1953
ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
1954
0
{
1955
0
    ImU32 crc = ~seed;
1956
0
    const unsigned char* data = (const unsigned char*)data_p;
1957
0
    const ImU32* crc32_lut = GCrc32LookupTable;
1958
0
    while (data_size-- != 0)
1959
0
        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
1960
0
    return ~crc;
1961
0
}
1962
1963
// Zero-terminated string hash, with support for ### to reset back to seed value
1964
// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
1965
// Because this syntax is rarely used we are optimizing for the common case.
1966
// - If we reach ### in the string we discard the hash so far and reset to the seed.
1967
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
1968
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
1969
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
1970
0
{
1971
0
    seed = ~seed;
1972
0
    ImU32 crc = seed;
1973
0
    const unsigned char* data = (const unsigned char*)data_p;
1974
0
    const ImU32* crc32_lut = GCrc32LookupTable;
1975
0
    if (data_size != 0)
1976
0
    {
1977
0
        while (data_size-- != 0)
1978
0
        {
1979
0
            unsigned char c = *data++;
1980
0
            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
1981
0
                crc = seed;
1982
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
1983
0
        }
1984
0
    }
1985
0
    else
1986
0
    {
1987
0
        while (unsigned char c = *data++)
1988
0
        {
1989
0
            if (c == '#' && data[0] == '#' && data[1] == '#')
1990
0
                crc = seed;
1991
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
1992
0
        }
1993
0
    }
1994
0
    return ~crc;
1995
0
}
1996
1997
//-----------------------------------------------------------------------------
1998
// [SECTION] MISC HELPERS/UTILITIES (File functions)
1999
//-----------------------------------------------------------------------------
2000
2001
// Default file functions
2002
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2003
2004
ImFileHandle ImFileOpen(const char* filename, const char* mode)
2005
0
{
2006
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
2007
    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
2008
    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
2009
    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
2010
    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
2011
    ImVector<wchar_t> buf;
2012
    buf.resize(filename_wsize + mode_wsize);
2013
    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);
2014
    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);
2015
    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);
2016
#else
2017
0
    return fopen(filename, mode);
2018
0
#endif
2019
0
}
2020
2021
// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
2022
0
bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }
2023
0
ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
2024
0
ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }
2025
0
ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }
2026
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2027
2028
// Helper: Load file content into memory
2029
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
2030
// This can't really be used with "rt" because fseek size won't match read size.
2031
void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
2032
0
{
2033
0
    IM_ASSERT(filename && mode);
2034
0
    if (out_file_size)
2035
0
        *out_file_size = 0;
2036
2037
0
    ImFileHandle f;
2038
0
    if ((f = ImFileOpen(filename, mode)) == NULL)
2039
0
        return NULL;
2040
2041
0
    size_t file_size = (size_t)ImFileGetSize(f);
2042
0
    if (file_size == (size_t)-1)
2043
0
    {
2044
0
        ImFileClose(f);
2045
0
        return NULL;
2046
0
    }
2047
2048
0
    void* file_data = IM_ALLOC(file_size + padding_bytes);
2049
0
    if (file_data == NULL)
2050
0
    {
2051
0
        ImFileClose(f);
2052
0
        return NULL;
2053
0
    }
2054
0
    if (ImFileRead(file_data, 1, file_size, f) != file_size)
2055
0
    {
2056
0
        ImFileClose(f);
2057
0
        IM_FREE(file_data);
2058
0
        return NULL;
2059
0
    }
2060
0
    if (padding_bytes > 0)
2061
0
        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
2062
2063
0
    ImFileClose(f);
2064
0
    if (out_file_size)
2065
0
        *out_file_size = file_size;
2066
2067
0
    return file_data;
2068
0
}
2069
2070
//-----------------------------------------------------------------------------
2071
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
2072
//-----------------------------------------------------------------------------
2073
2074
IM_MSVC_RUNTIME_CHECKS_OFF
2075
2076
// Convert UTF-8 to 32-bit character, process single character input.
2077
// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
2078
// We handle UTF-8 decoding error by skipping forward.
2079
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
2080
0
{
2081
0
    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
2082
0
    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
2083
0
    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
2084
0
    static const int shiftc[] = { 0, 18, 12, 6, 0 };
2085
0
    static const int shifte[] = { 0, 6, 4, 2, 0 };
2086
0
    int len = lengths[*(const unsigned char*)in_text >> 3];
2087
0
    int wanted = len + (len ? 0 : 1);
2088
2089
0
    if (in_text_end == NULL)
2090
0
        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
2091
2092
    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
2093
    // so it is fast even with excessive branching.
2094
0
    unsigned char s[4];
2095
0
    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
2096
0
    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
2097
0
    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
2098
0
    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
2099
2100
    // Assume a four-byte character and load four bytes. Unused bits are shifted out.
2101
0
    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;
2102
0
    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
2103
0
    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;
2104
0
    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;
2105
0
    *out_char >>= shiftc[len];
2106
2107
    // Accumulate the various error conditions.
2108
0
    int e = 0;
2109
0
    e  = (*out_char < mins[len]) << 6; // non-canonical encoding
2110
0
    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?
2111
0
    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?
2112
0
    e |= (s[1] & 0xc0) >> 2;
2113
0
    e |= (s[2] & 0xc0) >> 4;
2114
0
    e |= (s[3]       ) >> 6;
2115
0
    e ^= 0x2a; // top two bits of each tail byte correct?
2116
0
    e >>= shifte[len];
2117
2118
0
    if (e)
2119
0
    {
2120
        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
2121
        // One byte is consumed in case of invalid first byte of in_text.
2122
        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
2123
        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
2124
0
        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
2125
0
        *out_char = IM_UNICODE_CODEPOINT_INVALID;
2126
0
    }
2127
2128
0
    return wanted;
2129
0
}
2130
2131
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
2132
0
{
2133
0
    ImWchar* buf_out = buf;
2134
0
    ImWchar* buf_end = buf + buf_size;
2135
0
    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2136
0
    {
2137
0
        unsigned int c;
2138
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2139
0
        *buf_out++ = (ImWchar)c;
2140
0
    }
2141
0
    *buf_out = 0;
2142
0
    if (in_text_remaining)
2143
0
        *in_text_remaining = in_text;
2144
0
    return (int)(buf_out - buf);
2145
0
}
2146
2147
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
2148
0
{
2149
0
    int char_count = 0;
2150
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2151
0
    {
2152
0
        unsigned int c;
2153
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2154
0
        char_count++;
2155
0
    }
2156
0
    return char_count;
2157
0
}
2158
2159
// Based on stb_to_utf8() from github.com/nothings/stb/
2160
static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
2161
0
{
2162
0
    if (c < 0x80)
2163
0
    {
2164
0
        buf[0] = (char)c;
2165
0
        return 1;
2166
0
    }
2167
0
    if (c < 0x800)
2168
0
    {
2169
0
        if (buf_size < 2) return 0;
2170
0
        buf[0] = (char)(0xc0 + (c >> 6));
2171
0
        buf[1] = (char)(0x80 + (c & 0x3f));
2172
0
        return 2;
2173
0
    }
2174
0
    if (c < 0x10000)
2175
0
    {
2176
0
        if (buf_size < 3) return 0;
2177
0
        buf[0] = (char)(0xe0 + (c >> 12));
2178
0
        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
2179
0
        buf[2] = (char)(0x80 + ((c ) & 0x3f));
2180
0
        return 3;
2181
0
    }
2182
0
    if (c <= 0x10FFFF)
2183
0
    {
2184
0
        if (buf_size < 4) return 0;
2185
0
        buf[0] = (char)(0xf0 + (c >> 18));
2186
0
        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
2187
0
        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
2188
0
        buf[3] = (char)(0x80 + ((c ) & 0x3f));
2189
0
        return 4;
2190
0
    }
2191
    // Invalid code point, the max unicode is 0x10FFFF
2192
0
    return 0;
2193
0
}
2194
2195
const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
2196
0
{
2197
0
    int count = ImTextCharToUtf8_inline(out_buf, 5, c);
2198
0
    out_buf[count] = 0;
2199
0
    return out_buf;
2200
0
}
2201
2202
// Not optimal but we very rarely use this function.
2203
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
2204
0
{
2205
0
    unsigned int unused = 0;
2206
0
    return ImTextCharFromUtf8(&unused, in_text, in_text_end);
2207
0
}
2208
2209
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
2210
0
{
2211
0
    if (c < 0x80) return 1;
2212
0
    if (c < 0x800) return 2;
2213
0
    if (c < 0x10000) return 3;
2214
0
    if (c <= 0x10FFFF) return 4;
2215
0
    return 3;
2216
0
}
2217
2218
int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
2219
0
{
2220
0
    char* buf_p = out_buf;
2221
0
    const char* buf_end = out_buf + out_buf_size;
2222
0
    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2223
0
    {
2224
0
        unsigned int c = (unsigned int)(*in_text++);
2225
0
        if (c < 0x80)
2226
0
            *buf_p++ = (char)c;
2227
0
        else
2228
0
            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
2229
0
    }
2230
0
    *buf_p = 0;
2231
0
    return (int)(buf_p - out_buf);
2232
0
}
2233
2234
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
2235
0
{
2236
0
    int bytes_count = 0;
2237
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2238
0
    {
2239
0
        unsigned int c = (unsigned int)(*in_text++);
2240
0
        if (c < 0x80)
2241
0
            bytes_count++;
2242
0
        else
2243
0
            bytes_count += ImTextCountUtf8BytesFromChar(c);
2244
0
    }
2245
0
    return bytes_count;
2246
0
}
2247
IM_MSVC_RUNTIME_CHECKS_RESTORE
2248
2249
//-----------------------------------------------------------------------------
2250
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
2251
// Note: The Convert functions are early design which are not consistent with other API.
2252
//-----------------------------------------------------------------------------
2253
2254
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
2255
0
{
2256
0
    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
2257
0
    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
2258
0
    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
2259
0
    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
2260
0
    return IM_COL32(r, g, b, 0xFF);
2261
0
}
2262
2263
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
2264
0
{
2265
0
    float s = 1.0f / 255.0f;
2266
0
    return ImVec4(
2267
0
        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
2268
0
        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
2269
0
        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
2270
0
        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
2271
0
}
2272
2273
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
2274
0
{
2275
0
    ImU32 out;
2276
0
    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
2277
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
2278
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
2279
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
2280
0
    return out;
2281
0
}
2282
2283
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
2284
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
2285
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
2286
0
{
2287
0
    float K = 0.f;
2288
0
    if (g < b)
2289
0
    {
2290
0
        ImSwap(g, b);
2291
0
        K = -1.f;
2292
0
    }
2293
0
    if (r < g)
2294
0
    {
2295
0
        ImSwap(r, g);
2296
0
        K = -2.f / 6.f - K;
2297
0
    }
2298
2299
0
    const float chroma = r - (g < b ? g : b);
2300
0
    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
2301
0
    out_s = chroma / (r + 1e-20f);
2302
0
    out_v = r;
2303
0
}
2304
2305
// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
2306
// also http://en.wikipedia.org/wiki/HSL_and_HSV
2307
void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
2308
0
{
2309
0
    if (s == 0.0f)
2310
0
    {
2311
        // gray
2312
0
        out_r = out_g = out_b = v;
2313
0
        return;
2314
0
    }
2315
2316
0
    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
2317
0
    int   i = (int)h;
2318
0
    float f = h - (float)i;
2319
0
    float p = v * (1.0f - s);
2320
0
    float q = v * (1.0f - s * f);
2321
0
    float t = v * (1.0f - s * (1.0f - f));
2322
2323
0
    switch (i)
2324
0
    {
2325
0
    case 0: out_r = v; out_g = t; out_b = p; break;
2326
0
    case 1: out_r = q; out_g = v; out_b = p; break;
2327
0
    case 2: out_r = p; out_g = v; out_b = t; break;
2328
0
    case 3: out_r = p; out_g = q; out_b = v; break;
2329
0
    case 4: out_r = t; out_g = p; out_b = v; break;
2330
0
    case 5: default: out_r = v; out_g = p; out_b = q; break;
2331
0
    }
2332
0
}
2333
2334
//-----------------------------------------------------------------------------
2335
// [SECTION] ImGuiStorage
2336
// Helper: Key->value storage
2337
//-----------------------------------------------------------------------------
2338
2339
// std::lower_bound but without the bullshit
2340
static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
2341
0
{
2342
0
    ImGuiStorage::ImGuiStoragePair* first = data.Data;
2343
0
    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
2344
0
    size_t count = (size_t)(last - first);
2345
0
    while (count > 0)
2346
0
    {
2347
0
        size_t count2 = count >> 1;
2348
0
        ImGuiStorage::ImGuiStoragePair* mid = first + count2;
2349
0
        if (mid->key < key)
2350
0
        {
2351
0
            first = ++mid;
2352
0
            count -= count2 + 1;
2353
0
        }
2354
0
        else
2355
0
        {
2356
0
            count = count2;
2357
0
        }
2358
0
    }
2359
0
    return first;
2360
0
}
2361
2362
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2363
void ImGuiStorage::BuildSortByKey()
2364
0
{
2365
0
    struct StaticFunc
2366
0
    {
2367
0
        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
2368
0
        {
2369
            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
2370
0
            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
2371
0
            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
2372
0
            return 0;
2373
0
        }
2374
0
    };
2375
0
    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
2376
0
}
2377
2378
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
2379
0
{
2380
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2381
0
    if (it == Data.end() || it->key != key)
2382
0
        return default_val;
2383
0
    return it->val_i;
2384
0
}
2385
2386
bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
2387
0
{
2388
0
    return GetInt(key, default_val ? 1 : 0) != 0;
2389
0
}
2390
2391
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
2392
0
{
2393
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2394
0
    if (it == Data.end() || it->key != key)
2395
0
        return default_val;
2396
0
    return it->val_f;
2397
0
}
2398
2399
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
2400
0
{
2401
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2402
0
    if (it == Data.end() || it->key != key)
2403
0
        return NULL;
2404
0
    return it->val_p;
2405
0
}
2406
2407
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2408
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
2409
0
{
2410
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2411
0
    if (it == Data.end() || it->key != key)
2412
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2413
0
    return &it->val_i;
2414
0
}
2415
2416
bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
2417
0
{
2418
0
    return (bool*)GetIntRef(key, default_val ? 1 : 0);
2419
0
}
2420
2421
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
2422
0
{
2423
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2424
0
    if (it == Data.end() || it->key != key)
2425
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2426
0
    return &it->val_f;
2427
0
}
2428
2429
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2430
0
{
2431
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2432
0
    if (it == Data.end() || it->key != key)
2433
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2434
0
    return &it->val_p;
2435
0
}
2436
2437
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
2438
void ImGuiStorage::SetInt(ImGuiID key, int val)
2439
0
{
2440
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2441
0
    if (it == Data.end() || it->key != key)
2442
0
    {
2443
0
        Data.insert(it, ImGuiStoragePair(key, val));
2444
0
        return;
2445
0
    }
2446
0
    it->val_i = val;
2447
0
}
2448
2449
void ImGuiStorage::SetBool(ImGuiID key, bool val)
2450
0
{
2451
0
    SetInt(key, val ? 1 : 0);
2452
0
}
2453
2454
void ImGuiStorage::SetFloat(ImGuiID key, float val)
2455
0
{
2456
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2457
0
    if (it == Data.end() || it->key != key)
2458
0
    {
2459
0
        Data.insert(it, ImGuiStoragePair(key, val));
2460
0
        return;
2461
0
    }
2462
0
    it->val_f = val;
2463
0
}
2464
2465
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2466
0
{
2467
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2468
0
    if (it == Data.end() || it->key != key)
2469
0
    {
2470
0
        Data.insert(it, ImGuiStoragePair(key, val));
2471
0
        return;
2472
0
    }
2473
0
    it->val_p = val;
2474
0
}
2475
2476
void ImGuiStorage::SetAllInt(int v)
2477
0
{
2478
0
    for (int i = 0; i < Data.Size; i++)
2479
0
        Data[i].val_i = v;
2480
0
}
2481
2482
//-----------------------------------------------------------------------------
2483
// [SECTION] ImGuiTextFilter
2484
//-----------------------------------------------------------------------------
2485
2486
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2487
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
2488
0
{
2489
0
    InputBuf[0] = 0;
2490
0
    CountGrep = 0;
2491
0
    if (default_filter)
2492
0
    {
2493
0
        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2494
0
        Build();
2495
0
    }
2496
0
}
2497
2498
bool ImGuiTextFilter::Draw(const char* label, float width)
2499
0
{
2500
0
    if (width != 0.0f)
2501
0
        ImGui::SetNextItemWidth(width);
2502
0
    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2503
0
    if (value_changed)
2504
0
        Build();
2505
0
    return value_changed;
2506
0
}
2507
2508
void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2509
0
{
2510
0
    out->resize(0);
2511
0
    const char* wb = b;
2512
0
    const char* we = wb;
2513
0
    while (we < e)
2514
0
    {
2515
0
        if (*we == separator)
2516
0
        {
2517
0
            out->push_back(ImGuiTextRange(wb, we));
2518
0
            wb = we + 1;
2519
0
        }
2520
0
        we++;
2521
0
    }
2522
0
    if (wb != we)
2523
0
        out->push_back(ImGuiTextRange(wb, we));
2524
0
}
2525
2526
void ImGuiTextFilter::Build()
2527
0
{
2528
0
    Filters.resize(0);
2529
0
    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2530
0
    input_range.split(',', &Filters);
2531
2532
0
    CountGrep = 0;
2533
0
    for (int i = 0; i != Filters.Size; i++)
2534
0
    {
2535
0
        ImGuiTextRange& f = Filters[i];
2536
0
        while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2537
0
            f.b++;
2538
0
        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2539
0
            f.e--;
2540
0
        if (f.empty())
2541
0
            continue;
2542
0
        if (Filters[i].b[0] != '-')
2543
0
            CountGrep += 1;
2544
0
    }
2545
0
}
2546
2547
bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2548
0
{
2549
0
    if (Filters.empty())
2550
0
        return true;
2551
2552
0
    if (text == NULL)
2553
0
        text = "";
2554
2555
0
    for (int i = 0; i != Filters.Size; i++)
2556
0
    {
2557
0
        const ImGuiTextRange& f = Filters[i];
2558
0
        if (f.empty())
2559
0
            continue;
2560
0
        if (f.b[0] == '-')
2561
0
        {
2562
            // Subtract
2563
0
            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2564
0
                return false;
2565
0
        }
2566
0
        else
2567
0
        {
2568
            // Grep
2569
0
            if (ImStristr(text, text_end, f.b, f.e) != NULL)
2570
0
                return true;
2571
0
        }
2572
0
    }
2573
2574
    // Implicit * grep
2575
0
    if (CountGrep == 0)
2576
0
        return true;
2577
2578
0
    return false;
2579
0
}
2580
2581
//-----------------------------------------------------------------------------
2582
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
2583
//-----------------------------------------------------------------------------
2584
2585
// On some platform vsnprintf() takes va_list by reference and modifies it.
2586
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2587
#ifndef va_copy
2588
#if defined(__GNUC__) || defined(__clang__)
2589
#define va_copy(dest, src) __builtin_va_copy(dest, src)
2590
#else
2591
#define va_copy(dest, src) (dest = src)
2592
#endif
2593
#endif
2594
2595
char ImGuiTextBuffer::EmptyString[1] = { 0 };
2596
2597
void ImGuiTextBuffer::append(const char* str, const char* str_end)
2598
0
{
2599
0
    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2600
2601
    // Add zero-terminator the first time
2602
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2603
0
    const int needed_sz = write_off + len;
2604
0
    if (write_off + len >= Buf.Capacity)
2605
0
    {
2606
0
        int new_capacity = Buf.Capacity * 2;
2607
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2608
0
    }
2609
2610
0
    Buf.resize(needed_sz);
2611
0
    memcpy(&Buf[write_off - 1], str, (size_t)len);
2612
0
    Buf[write_off - 1 + len] = 0;
2613
0
}
2614
2615
void ImGuiTextBuffer::appendf(const char* fmt, ...)
2616
0
{
2617
0
    va_list args;
2618
0
    va_start(args, fmt);
2619
0
    appendfv(fmt, args);
2620
0
    va_end(args);
2621
0
}
2622
2623
// Helper: Text buffer for logging/accumulating text
2624
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2625
0
{
2626
0
    va_list args_copy;
2627
0
    va_copy(args_copy, args);
2628
2629
0
    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2630
0
    if (len <= 0)
2631
0
    {
2632
0
        va_end(args_copy);
2633
0
        return;
2634
0
    }
2635
2636
    // Add zero-terminator the first time
2637
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2638
0
    const int needed_sz = write_off + len;
2639
0
    if (write_off + len >= Buf.Capacity)
2640
0
    {
2641
0
        int new_capacity = Buf.Capacity * 2;
2642
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2643
0
    }
2644
2645
0
    Buf.resize(needed_sz);
2646
0
    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2647
0
    va_end(args_copy);
2648
0
}
2649
2650
void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
2651
0
{
2652
0
    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
2653
0
    if (old_size == new_size)
2654
0
        return;
2655
0
    if (EndOffset == 0 || base[EndOffset - 1] == '\n')
2656
0
        LineOffsets.push_back(EndOffset);
2657
0
    const char* base_end = base + new_size;
2658
0
    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
2659
0
        if (++p < base_end) // Don't push a trailing offset on last \n
2660
0
            LineOffsets.push_back((int)(intptr_t)(p - base));
2661
0
    EndOffset = ImMax(EndOffset, new_size);
2662
0
}
2663
2664
//-----------------------------------------------------------------------------
2665
// [SECTION] ImGuiListClipper
2666
// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed
2667
// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO)
2668
//-----------------------------------------------------------------------------
2669
2670
// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2671
// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
2672
static bool GetSkipItemForListClipping()
2673
0
{
2674
0
    ImGuiContext& g = *GImGui;
2675
0
    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2676
0
}
2677
2678
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2679
// Legacy helper to calculate coarse clipping of large list of evenly sized items.
2680
// This legacy API is not ideal because it assumes we will return a single contiguous rectangle.
2681
// Prefer using ImGuiListClipper which can returns non-contiguous ranges.
2682
void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
2683
{
2684
    ImGuiContext& g = *GImGui;
2685
    ImGuiWindow* window = g.CurrentWindow;
2686
    if (g.LogEnabled)
2687
    {
2688
        // If logging is active, do not perform any clipping
2689
        *out_items_display_start = 0;
2690
        *out_items_display_end = items_count;
2691
        return;
2692
    }
2693
    if (GetSkipItemForListClipping())
2694
    {
2695
        *out_items_display_start = *out_items_display_end = 0;
2696
        return;
2697
    }
2698
2699
    // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect
2700
    // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly.
2701
    ImRect rect = window->ClipRect;
2702
    if (g.NavMoveScoringItems)
2703
        rect.Add(g.NavScoringNoClipRect);
2704
    if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
2705
        rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel
2706
2707
    const ImVec2 pos = window->DC.CursorPos;
2708
    int start = (int)((rect.Min.y - pos.y) / items_height);
2709
    int end = (int)((rect.Max.y - pos.y) / items_height);
2710
2711
    // When performing a navigation request, ensure we have one item extra in the direction we are moving to
2712
    // FIXME: Verify this works with tabbing
2713
    const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2714
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)
2715
        start--;
2716
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)
2717
        end++;
2718
2719
    start = ImClamp(start, 0, items_count);
2720
    end = ImClamp(end + 1, start, items_count);
2721
    *out_items_display_start = start;
2722
    *out_items_display_end = end;
2723
}
2724
#endif
2725
2726
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
2727
0
{
2728
0
    if (ranges.Size - offset <= 1)
2729
0
        return;
2730
2731
    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
2732
0
    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
2733
0
        for (int i = offset; i < sort_end + offset; ++i)
2734
0
            if (ranges[i].Min > ranges[i + 1].Min)
2735
0
                ImSwap(ranges[i], ranges[i + 1]);
2736
2737
    // Now fuse ranges together as much as possible.
2738
0
    for (int i = 1 + offset; i < ranges.Size; i++)
2739
0
    {
2740
0
        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
2741
0
        if (ranges[i - 1].Max < ranges[i].Min)
2742
0
            continue;
2743
0
        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
2744
0
        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
2745
0
        ranges.erase(ranges.Data + i);
2746
0
        i--;
2747
0
    }
2748
0
}
2749
2750
static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
2751
0
{
2752
    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
2753
    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
2754
    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
2755
0
    ImGuiContext& g = *GImGui;
2756
0
    ImGuiWindow* window = g.CurrentWindow;
2757
0
    float off_y = pos_y - window->DC.CursorPos.y;
2758
0
    window->DC.CursorPos.y = pos_y;
2759
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
2760
0
    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
2761
0
    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
2762
0
    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
2763
0
        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly
2764
0
    if (ImGuiTable* table = g.CurrentTable)
2765
0
    {
2766
0
        if (table->IsInsideRow)
2767
0
            ImGui::TableEndRow(table);
2768
0
        table->RowPosY2 = window->DC.CursorPos.y;
2769
0
        const int row_increase = (int)((off_y / line_height) + 0.5f);
2770
        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
2771
0
        table->RowBgColorCounter += row_increase;
2772
0
    }
2773
0
}
2774
2775
static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
2776
0
{
2777
    // StartPosY starts from ItemsFrozen hence the subtraction
2778
    // Perform the add and multiply with double to allow seeking through larger ranges
2779
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2780
0
    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
2781
0
    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
2782
0
}
2783
2784
ImGuiListClipper::ImGuiListClipper()
2785
0
{
2786
0
    memset(this, 0, sizeof(*this));
2787
0
    Ctx = ImGui::GetCurrentContext();
2788
0
    IM_ASSERT(Ctx != NULL);
2789
0
    ItemsCount = -1;
2790
0
}
2791
2792
ImGuiListClipper::~ImGuiListClipper()
2793
0
{
2794
0
    End();
2795
0
}
2796
2797
void ImGuiListClipper::Begin(int items_count, float items_height)
2798
0
{
2799
0
    ImGuiContext& g = *Ctx;
2800
0
    ImGuiWindow* window = g.CurrentWindow;
2801
0
    IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
2802
2803
0
    if (ImGuiTable* table = g.CurrentTable)
2804
0
        if (table->IsInsideRow)
2805
0
            ImGui::TableEndRow(table);
2806
2807
0
    StartPosY = window->DC.CursorPos.y;
2808
0
    ItemsHeight = items_height;
2809
0
    ItemsCount = items_count;
2810
0
    DisplayStart = -1;
2811
0
    DisplayEnd = 0;
2812
2813
    // Acquire temporary buffer
2814
0
    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
2815
0
        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
2816
0
    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2817
0
    data->Reset(this);
2818
0
    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
2819
0
    TempData = data;
2820
0
}
2821
2822
void ImGuiListClipper::End()
2823
0
{
2824
0
    ImGuiContext& g = *Ctx;
2825
0
    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
2826
0
    {
2827
        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
2828
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
2829
0
        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
2830
0
            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
2831
2832
        // Restore temporary buffer and fix back pointers which may be invalidated when nesting
2833
0
        IM_ASSERT(data->ListClipper == this);
2834
0
        data->StepNo = data->Ranges.Size;
2835
0
        if (--g.ClipperTempDataStacked > 0)
2836
0
        {
2837
0
            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2838
0
            data->ListClipper->TempData = data;
2839
0
        }
2840
0
        TempData = NULL;
2841
0
    }
2842
0
    ItemsCount = -1;
2843
0
}
2844
2845
void ImGuiListClipper::ForceDisplayRangeByIndices(int item_min, int item_max)
2846
0
{
2847
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
2848
0
    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
2849
0
    IM_ASSERT(item_min <= item_max);
2850
0
    if (item_min < item_max)
2851
0
        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_min, item_max));
2852
0
}
2853
2854
static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
2855
0
{
2856
0
    ImGuiContext& g = *clipper->Ctx;
2857
0
    ImGuiWindow* window = g.CurrentWindow;
2858
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2859
0
    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
2860
2861
0
    ImGuiTable* table = g.CurrentTable;
2862
0
    if (table && table->IsInsideRow)
2863
0
        ImGui::TableEndRow(table);
2864
2865
    // No items
2866
0
    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
2867
0
        return false;
2868
2869
    // While we are in frozen row state, keep displaying items one by one, unclipped
2870
    // FIXME: Could be stored as a table-agnostic state.
2871
0
    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
2872
0
    {
2873
0
        clipper->DisplayStart = data->ItemsFrozen;
2874
0
        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
2875
0
        if (clipper->DisplayStart < clipper->DisplayEnd)
2876
0
            data->ItemsFrozen++;
2877
0
        return true;
2878
0
    }
2879
2880
    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
2881
0
    bool calc_clipping = false;
2882
0
    if (data->StepNo == 0)
2883
0
    {
2884
0
        clipper->StartPosY = window->DC.CursorPos.y;
2885
0
        if (clipper->ItemsHeight <= 0.0f)
2886
0
        {
2887
            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
2888
0
            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
2889
0
            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
2890
0
            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
2891
0
            data->StepNo = 1;
2892
0
            return true;
2893
0
        }
2894
0
        calc_clipping = true;   // If on the first step with known item height, calculate clipping.
2895
0
    }
2896
2897
    // Step 1: Let the clipper infer height from first range
2898
0
    if (clipper->ItemsHeight <= 0.0f)
2899
0
    {
2900
0
        IM_ASSERT(data->StepNo == 1);
2901
0
        if (table)
2902
0
            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
2903
2904
0
        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
2905
0
        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
2906
0
        if (affected_by_floating_point_precision)
2907
0
            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
2908
2909
0
        IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
2910
0
        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.
2911
0
    }
2912
2913
    // Step 0 or 1: Calculate the actual ranges of visible elements.
2914
0
    const int already_submitted = clipper->DisplayEnd;
2915
0
    if (calc_clipping)
2916
0
    {
2917
0
        if (g.LogEnabled)
2918
0
        {
2919
            // If logging is active, do not perform any clipping
2920
0
            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
2921
0
        }
2922
0
        else
2923
0
        {
2924
            // Add range selected to be included for navigation
2925
0
            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2926
0
            if (is_nav_request)
2927
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
2928
0
            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1)
2929
0
                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
2930
2931
            // Add focused/active item
2932
0
            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
2933
0
            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
2934
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
2935
2936
            // Add visible range
2937
0
            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
2938
0
            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
2939
0
            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
2940
0
        }
2941
2942
        // Convert position ranges to item index ranges
2943
        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
2944
        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
2945
        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
2946
0
        for (int i = 0; i < data->Ranges.Size; i++)
2947
0
            if (data->Ranges[i].PosToIndexConvert)
2948
0
            {
2949
0
                int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
2950
0
                int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
2951
0
                data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
2952
0
                data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, clipper->ItemsCount);
2953
0
                data->Ranges[i].PosToIndexConvert = false;
2954
0
            }
2955
0
        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
2956
0
    }
2957
2958
    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
2959
0
    if (data->StepNo < data->Ranges.Size)
2960
0
    {
2961
0
        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
2962
0
        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
2963
0
        if (clipper->DisplayStart > already_submitted) //-V1051
2964
0
            ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
2965
0
        data->StepNo++;
2966
0
        return true;
2967
0
    }
2968
2969
    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
2970
    // Advance the cursor to the end of the list and then returns 'false' to end the loop.
2971
0
    if (clipper->ItemsCount < INT_MAX)
2972
0
        ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
2973
2974
0
    return false;
2975
0
}
2976
2977
bool ImGuiListClipper::Step()
2978
0
{
2979
0
    ImGuiContext& g = *Ctx;
2980
0
    bool need_items_height = (ItemsHeight <= 0.0f);
2981
0
    bool ret = ImGuiListClipper_StepInternal(this);
2982
0
    if (ret && (DisplayStart == DisplayEnd))
2983
0
        ret = false;
2984
0
    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
2985
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
2986
0
    if (need_items_height && ItemsHeight > 0.0f)
2987
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
2988
0
    if (ret)
2989
0
    {
2990
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
2991
0
    }
2992
0
    else
2993
0
    {
2994
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
2995
0
        End();
2996
0
    }
2997
0
    return ret;
2998
0
}
2999
3000
//-----------------------------------------------------------------------------
3001
// [SECTION] STYLING
3002
//-----------------------------------------------------------------------------
3003
3004
ImGuiStyle& ImGui::GetStyle()
3005
0
{
3006
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
3007
0
    return GImGui->Style;
3008
0
}
3009
3010
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
3011
0
{
3012
0
    ImGuiStyle& style = GImGui->Style;
3013
0
    ImVec4 c = style.Colors[idx];
3014
0
    c.w *= style.Alpha * alpha_mul;
3015
0
    return ColorConvertFloat4ToU32(c);
3016
0
}
3017
3018
ImU32 ImGui::GetColorU32(const ImVec4& col)
3019
0
{
3020
0
    ImGuiStyle& style = GImGui->Style;
3021
0
    ImVec4 c = col;
3022
0
    c.w *= style.Alpha;
3023
0
    return ColorConvertFloat4ToU32(c);
3024
0
}
3025
3026
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
3027
0
{
3028
0
    ImGuiStyle& style = GImGui->Style;
3029
0
    return style.Colors[idx];
3030
0
}
3031
3032
ImU32 ImGui::GetColorU32(ImU32 col)
3033
0
{
3034
0
    ImGuiStyle& style = GImGui->Style;
3035
0
    if (style.Alpha >= 1.0f)
3036
0
        return col;
3037
0
    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
3038
0
    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
3039
0
    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
3040
0
}
3041
3042
// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
3043
void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
3044
0
{
3045
0
    ImGuiContext& g = *GImGui;
3046
0
    ImGuiColorMod backup;
3047
0
    backup.Col = idx;
3048
0
    backup.BackupValue = g.Style.Colors[idx];
3049
0
    g.ColorStack.push_back(backup);
3050
0
    g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
3051
0
}
3052
3053
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
3054
0
{
3055
0
    ImGuiContext& g = *GImGui;
3056
0
    ImGuiColorMod backup;
3057
0
    backup.Col = idx;
3058
0
    backup.BackupValue = g.Style.Colors[idx];
3059
0
    g.ColorStack.push_back(backup);
3060
0
    g.Style.Colors[idx] = col;
3061
0
}
3062
3063
void ImGui::PopStyleColor(int count)
3064
0
{
3065
0
    ImGuiContext& g = *GImGui;
3066
0
    if (g.ColorStack.Size < count)
3067
0
    {
3068
0
        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow.");
3069
0
        count = g.ColorStack.Size;
3070
0
    }
3071
0
    while (count > 0)
3072
0
    {
3073
0
        ImGuiColorMod& backup = g.ColorStack.back();
3074
0
        g.Style.Colors[backup.Col] = backup.BackupValue;
3075
0
        g.ColorStack.pop_back();
3076
0
        count--;
3077
0
    }
3078
0
}
3079
3080
static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
3081
{
3082
    ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
3083
};
3084
3085
static const ImGuiDataVarInfo GStyleVarInfo[] =
3086
{
3087
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },               // ImGuiStyleVar_Alpha
3088
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) },       // ImGuiStyleVar_DisabledAlpha
3089
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },       // ImGuiStyleVar_WindowPadding
3090
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },      // ImGuiStyleVar_WindowRounding
3091
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) },    // ImGuiStyleVar_WindowBorderSize
3092
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },       // ImGuiStyleVar_WindowMinSize
3093
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) },    // ImGuiStyleVar_WindowTitleAlign
3094
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) },       // ImGuiStyleVar_ChildRounding
3095
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) },     // ImGuiStyleVar_ChildBorderSize
3096
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) },       // ImGuiStyleVar_PopupRounding
3097
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) },     // ImGuiStyleVar_PopupBorderSize
3098
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },        // ImGuiStyleVar_FramePadding
3099
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },       // ImGuiStyleVar_FrameRounding
3100
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) },     // ImGuiStyleVar_FrameBorderSize
3101
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },         // ImGuiStyleVar_ItemSpacing
3102
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },    // ImGuiStyleVar_ItemInnerSpacing
3103
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },       // ImGuiStyleVar_IndentSpacing
3104
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) },         // ImGuiStyleVar_CellPadding
3105
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) },       // ImGuiStyleVar_ScrollbarSize
3106
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) },   // ImGuiStyleVar_ScrollbarRounding
3107
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },         // ImGuiStyleVar_GrabMinSize
3108
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) },        // ImGuiStyleVar_GrabRounding
3109
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) },         // ImGuiStyleVar_TabRounding
3110
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },     // ImGuiStyleVar_ButtonTextAlign
3111
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
3112
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize
3113
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextAlign) },     // ImGuiStyleVar_SeparatorTextAlign
3114
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextPadding) },   // ImGuiStyleVar_SeparatorTextPadding
3115
};
3116
3117
const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
3118
0
{
3119
0
    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
3120
0
    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
3121
0
    return &GStyleVarInfo[idx];
3122
0
}
3123
3124
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
3125
0
{
3126
0
    ImGuiContext& g = *GImGui;
3127
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3128
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
3129
0
    {
3130
0
        float* pvar = (float*)var_info->GetVarPtr(&g.Style);
3131
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3132
0
        *pvar = val;
3133
0
        return;
3134
0
    }
3135
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3136
0
}
3137
3138
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
3139
0
{
3140
0
    ImGuiContext& g = *GImGui;
3141
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3142
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
3143
0
    {
3144
0
        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3145
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3146
0
        *pvar = val;
3147
0
        return;
3148
0
    }
3149
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3150
0
}
3151
3152
void ImGui::PopStyleVar(int count)
3153
0
{
3154
0
    ImGuiContext& g = *GImGui;
3155
0
    if (g.StyleVarStack.Size < count)
3156
0
    {
3157
0
        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow.");
3158
0
        count = g.StyleVarStack.Size;
3159
0
    }
3160
0
    while (count > 0)
3161
0
    {
3162
        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
3163
0
        ImGuiStyleMod& backup = g.StyleVarStack.back();
3164
0
        const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
3165
0
        void* data = info->GetVarPtr(&g.Style);
3166
0
        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
3167
0
        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
3168
0
        g.StyleVarStack.pop_back();
3169
0
        count--;
3170
0
    }
3171
0
}
3172
3173
const char* ImGui::GetStyleColorName(ImGuiCol idx)
3174
0
{
3175
    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
3176
0
    switch (idx)
3177
0
    {
3178
0
    case ImGuiCol_Text: return "Text";
3179
0
    case ImGuiCol_TextDisabled: return "TextDisabled";
3180
0
    case ImGuiCol_WindowBg: return "WindowBg";
3181
0
    case ImGuiCol_ChildBg: return "ChildBg";
3182
0
    case ImGuiCol_PopupBg: return "PopupBg";
3183
0
    case ImGuiCol_Border: return "Border";
3184
0
    case ImGuiCol_BorderShadow: return "BorderShadow";
3185
0
    case ImGuiCol_FrameBg: return "FrameBg";
3186
0
    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
3187
0
    case ImGuiCol_FrameBgActive: return "FrameBgActive";
3188
0
    case ImGuiCol_TitleBg: return "TitleBg";
3189
0
    case ImGuiCol_TitleBgActive: return "TitleBgActive";
3190
0
    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
3191
0
    case ImGuiCol_MenuBarBg: return "MenuBarBg";
3192
0
    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
3193
0
    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
3194
0
    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
3195
0
    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
3196
0
    case ImGuiCol_CheckMark: return "CheckMark";
3197
0
    case ImGuiCol_SliderGrab: return "SliderGrab";
3198
0
    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
3199
0
    case ImGuiCol_Button: return "Button";
3200
0
    case ImGuiCol_ButtonHovered: return "ButtonHovered";
3201
0
    case ImGuiCol_ButtonActive: return "ButtonActive";
3202
0
    case ImGuiCol_Header: return "Header";
3203
0
    case ImGuiCol_HeaderHovered: return "HeaderHovered";
3204
0
    case ImGuiCol_HeaderActive: return "HeaderActive";
3205
0
    case ImGuiCol_Separator: return "Separator";
3206
0
    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
3207
0
    case ImGuiCol_SeparatorActive: return "SeparatorActive";
3208
0
    case ImGuiCol_ResizeGrip: return "ResizeGrip";
3209
0
    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
3210
0
    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
3211
0
    case ImGuiCol_Tab: return "Tab";
3212
0
    case ImGuiCol_TabHovered: return "TabHovered";
3213
0
    case ImGuiCol_TabActive: return "TabActive";
3214
0
    case ImGuiCol_TabUnfocused: return "TabUnfocused";
3215
0
    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
3216
0
    case ImGuiCol_DockingPreview: return "DockingPreview";
3217
0
    case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
3218
0
    case ImGuiCol_PlotLines: return "PlotLines";
3219
0
    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
3220
0
    case ImGuiCol_PlotHistogram: return "PlotHistogram";
3221
0
    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
3222
0
    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
3223
0
    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
3224
0
    case ImGuiCol_TableBorderLight: return "TableBorderLight";
3225
0
    case ImGuiCol_TableRowBg: return "TableRowBg";
3226
0
    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
3227
0
    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
3228
0
    case ImGuiCol_DragDropTarget: return "DragDropTarget";
3229
0
    case ImGuiCol_NavHighlight: return "NavHighlight";
3230
0
    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
3231
0
    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
3232
0
    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
3233
0
    }
3234
0
    IM_ASSERT(0);
3235
0
    return "Unknown";
3236
0
}
3237
3238
3239
//-----------------------------------------------------------------------------
3240
// [SECTION] RENDER HELPERS
3241
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
3242
// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
3243
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
3244
//-----------------------------------------------------------------------------
3245
3246
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
3247
0
{
3248
0
    const char* text_display_end = text;
3249
0
    if (!text_end)
3250
0
        text_end = (const char*)-1;
3251
3252
0
    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
3253
0
        text_display_end++;
3254
0
    return text_display_end;
3255
0
}
3256
3257
// Internal ImGui functions to render text
3258
// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
3259
void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
3260
0
{
3261
0
    ImGuiContext& g = *GImGui;
3262
0
    ImGuiWindow* window = g.CurrentWindow;
3263
3264
    // Hide anything after a '##' string
3265
0
    const char* text_display_end;
3266
0
    if (hide_text_after_hash)
3267
0
    {
3268
0
        text_display_end = FindRenderedTextEnd(text, text_end);
3269
0
    }
3270
0
    else
3271
0
    {
3272
0
        if (!text_end)
3273
0
            text_end = text + strlen(text); // FIXME-OPT
3274
0
        text_display_end = text_end;
3275
0
    }
3276
3277
0
    if (text != text_display_end)
3278
0
    {
3279
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
3280
0
        if (g.LogEnabled)
3281
0
            LogRenderedText(&pos, text, text_display_end);
3282
0
    }
3283
0
}
3284
3285
void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
3286
0
{
3287
0
    ImGuiContext& g = *GImGui;
3288
0
    ImGuiWindow* window = g.CurrentWindow;
3289
3290
0
    if (!text_end)
3291
0
        text_end = text + strlen(text); // FIXME-OPT
3292
3293
0
    if (text != text_end)
3294
0
    {
3295
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
3296
0
        if (g.LogEnabled)
3297
0
            LogRenderedText(&pos, text, text_end);
3298
0
    }
3299
0
}
3300
3301
// Default clip_rect uses (pos_min,pos_max)
3302
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
3303
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3304
0
{
3305
    // Perform CPU side clipping for single clipped element to avoid using scissor state
3306
0
    ImVec2 pos = pos_min;
3307
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
3308
3309
0
    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
3310
0
    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
3311
0
    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
3312
0
    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
3313
0
        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
3314
3315
    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
3316
0
    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
3317
0
    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
3318
3319
    // Render
3320
0
    if (need_clipping)
3321
0
    {
3322
0
        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
3323
0
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
3324
0
    }
3325
0
    else
3326
0
    {
3327
0
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
3328
0
    }
3329
0
}
3330
3331
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3332
0
{
3333
    // Hide anything after a '##' string
3334
0
    const char* text_display_end = FindRenderedTextEnd(text, text_end);
3335
0
    const int text_len = (int)(text_display_end - text);
3336
0
    if (text_len == 0)
3337
0
        return;
3338
3339
0
    ImGuiContext& g = *GImGui;
3340
0
    ImGuiWindow* window = g.CurrentWindow;
3341
0
    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
3342
0
    if (g.LogEnabled)
3343
0
        LogRenderedText(&pos_min, text, text_display_end);
3344
0
}
3345
3346
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
3347
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
3348
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
3349
void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
3350
0
{
3351
0
    ImGuiContext& g = *GImGui;
3352
0
    if (text_end_full == NULL)
3353
0
        text_end_full = FindRenderedTextEnd(text);
3354
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
3355
3356
    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
3357
    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
3358
    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
3359
    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
3360
0
    if (text_size.x > pos_max.x - pos_min.x)
3361
0
    {
3362
        // Hello wo...
3363
        // |       |   |
3364
        // min   max   ellipsis_max
3365
        //          <-> this is generally some padding value
3366
3367
0
        const ImFont* font = draw_list->_Data->Font;
3368
0
        const float font_size = draw_list->_Data->FontSize;
3369
0
        const float font_scale = font_size / font->FontSize;
3370
0
        const char* text_end_ellipsis = NULL;
3371
0
        const float ellipsis_width = font->EllipsisWidth * font_scale;
3372
3373
        // We can now claim the space between pos_max.x and ellipsis_max.x
3374
0
        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
3375
0
        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
3376
0
        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
3377
0
        {
3378
            // Always display at least 1 character if there's no room for character + ellipsis
3379
0
            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
3380
0
            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
3381
0
        }
3382
0
        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
3383
0
        {
3384
            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
3385
0
            text_end_ellipsis--;
3386
0
            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
3387
0
        }
3388
3389
        // Render text, render ellipsis
3390
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
3391
0
        ImVec2 ellipsis_pos = ImFloor(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
3392
0
        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
3393
0
            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
3394
0
                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
3395
0
    }
3396
0
    else
3397
0
    {
3398
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
3399
0
    }
3400
3401
0
    if (g.LogEnabled)
3402
0
        LogRenderedText(&pos_min, text, text_end_full);
3403
0
}
3404
3405
// Render a rectangle shaped with optional rounding and borders
3406
void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
3407
0
{
3408
0
    ImGuiContext& g = *GImGui;
3409
0
    ImGuiWindow* window = g.CurrentWindow;
3410
0
    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
3411
0
    const float border_size = g.Style.FrameBorderSize;
3412
0
    if (border && border_size > 0.0f)
3413
0
    {
3414
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3415
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3416
0
    }
3417
0
}
3418
3419
void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
3420
0
{
3421
0
    ImGuiContext& g = *GImGui;
3422
0
    ImGuiWindow* window = g.CurrentWindow;
3423
0
    const float border_size = g.Style.FrameBorderSize;
3424
0
    if (border_size > 0.0f)
3425
0
    {
3426
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3427
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3428
0
    }
3429
0
}
3430
3431
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
3432
0
{
3433
0
    ImGuiContext& g = *GImGui;
3434
0
    if (id != g.NavId)
3435
0
        return;
3436
0
    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
3437
0
        return;
3438
0
    ImGuiWindow* window = g.CurrentWindow;
3439
0
    if (window->DC.NavHideHighlightOneFrame)
3440
0
        return;
3441
3442
0
    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
3443
0
    ImRect display_rect = bb;
3444
0
    display_rect.ClipWith(window->ClipRect);
3445
0
    if (flags & ImGuiNavHighlightFlags_TypeDefault)
3446
0
    {
3447
0
        const float THICKNESS = 2.0f;
3448
0
        const float DISTANCE = 3.0f + THICKNESS * 0.5f;
3449
0
        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));
3450
0
        bool fully_visible = window->ClipRect.Contains(display_rect);
3451
0
        if (!fully_visible)
3452
0
            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
3453
0
        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS);
3454
0
        if (!fully_visible)
3455
0
            window->DrawList->PopClipRect();
3456
0
    }
3457
0
    if (flags & ImGuiNavHighlightFlags_TypeThin)
3458
0
    {
3459
0
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);
3460
0
    }
3461
0
}
3462
3463
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
3464
0
{
3465
0
    ImGuiContext& g = *GImGui;
3466
0
    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
3467
0
    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
3468
0
    for (int n = 0; n < g.Viewports.Size; n++)
3469
0
    {
3470
        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
3471
0
        ImVec2 offset, size, uv[4];
3472
0
        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
3473
0
            continue;
3474
0
        ImGuiViewportP* viewport = g.Viewports[n];
3475
0
        const ImVec2 pos = base_pos - offset;
3476
0
        const float scale = base_scale * viewport->DpiScale;
3477
0
        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
3478
0
            continue;
3479
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
3480
0
        ImTextureID tex_id = font_atlas->TexID;
3481
0
        draw_list->PushTextureID(tex_id);
3482
0
        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
3483
0
        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
3484
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);
3485
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);
3486
0
        draw_list->PopTextureID();
3487
0
    }
3488
0
}
3489
3490
//-----------------------------------------------------------------------------
3491
// [SECTION] INITIALIZATION, SHUTDOWN
3492
//-----------------------------------------------------------------------------
3493
3494
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3495
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
3496
ImGuiContext* ImGui::GetCurrentContext()
3497
0
{
3498
0
    return GImGui;
3499
0
}
3500
3501
void ImGui::SetCurrentContext(ImGuiContext* ctx)
3502
0
{
3503
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3504
    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3505
#else
3506
0
    GImGui = ctx;
3507
0
#endif
3508
0
}
3509
3510
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3511
0
{
3512
0
    GImAllocatorAllocFunc = alloc_func;
3513
0
    GImAllocatorFreeFunc = free_func;
3514
0
    GImAllocatorUserData = user_data;
3515
0
}
3516
3517
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
3518
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3519
0
{
3520
0
    *p_alloc_func = GImAllocatorAllocFunc;
3521
0
    *p_free_func = GImAllocatorFreeFunc;
3522
0
    *p_user_data = GImAllocatorUserData;
3523
0
}
3524
3525
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3526
0
{
3527
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3528
0
    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3529
0
    SetCurrentContext(ctx);
3530
0
    Initialize();
3531
0
    if (prev_ctx != NULL)
3532
0
        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
3533
0
    return ctx;
3534
0
}
3535
3536
void ImGui::DestroyContext(ImGuiContext* ctx)
3537
0
{
3538
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3539
0
    if (ctx == NULL) //-V1051
3540
0
        ctx = prev_ctx;
3541
0
    SetCurrentContext(ctx);
3542
0
    Shutdown();
3543
0
    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
3544
0
    IM_DELETE(ctx);
3545
0
}
3546
3547
// IMPORTANT: ###xxx suffixes must be same in ALL languages
3548
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
3549
{
3550
    { ImGuiLocKey_TableSizeOne,         "Size column to fit###SizeOne"          },
3551
    { ImGuiLocKey_TableSizeAllFit,      "Size all columns to fit###SizeAll"     },
3552
    { ImGuiLocKey_TableSizeAllDefault,  "Size all columns to default###SizeAll" },
3553
    { ImGuiLocKey_TableResetOrder,      "Reset order###ResetOrder"              },
3554
    { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)"                       },
3555
    { ImGuiLocKey_WindowingPopup,       "(Popup)"                               },
3556
    { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },
3557
    { ImGuiLocKey_DockingHideTabBar,    "Hide tab bar###HideTabBar"             },
3558
};
3559
3560
void ImGui::Initialize()
3561
0
{
3562
0
    ImGuiContext& g = *GImGui;
3563
0
    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
3564
3565
    // Add .ini handle for ImGuiWindow and ImGuiTable types
3566
0
    {
3567
0
        ImGuiSettingsHandler ini_handler;
3568
0
        ini_handler.TypeName = "Window";
3569
0
        ini_handler.TypeHash = ImHashStr("Window");
3570
0
        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
3571
0
        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
3572
0
        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
3573
0
        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
3574
0
        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
3575
0
        AddSettingsHandler(&ini_handler);
3576
0
    }
3577
0
    TableSettingsAddSettingsHandler();
3578
3579
    // Setup default localization table
3580
0
    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
3581
3582
    // Setup default platform clipboard/IME handlers.
3583
0
    g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;    // Platform dependent default implementations
3584
0
    g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
3585
0
    g.IO.ClipboardUserData = (void*)&g;                          // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function)
3586
0
    g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
3587
3588
    // Create default viewport
3589
0
    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
3590
0
    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
3591
0
    viewport->Idx = 0;
3592
0
    viewport->PlatformWindowCreated = true;
3593
0
    viewport->Flags = ImGuiViewportFlags_OwnedByApp;
3594
0
    g.Viewports.push_back(viewport);
3595
0
    g.TempBuffer.resize(1024 * 3 + 1, 0);
3596
0
    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
3597
3598
0
#ifdef IMGUI_HAS_DOCK
3599
    // Initialize Docking
3600
0
    DockContextInitialize(&g);
3601
0
#endif
3602
3603
0
    g.Initialized = true;
3604
0
}
3605
3606
// This function is merely here to free heap allocations.
3607
void ImGui::Shutdown()
3608
0
{
3609
    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
3610
0
    ImGuiContext& g = *GImGui;
3611
0
    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
3612
0
    {
3613
0
        g.IO.Fonts->Locked = false;
3614
0
        IM_DELETE(g.IO.Fonts);
3615
0
    }
3616
0
    g.IO.Fonts = NULL;
3617
0
    g.DrawListSharedData.TempBuffer.clear();
3618
3619
    // Cleanup of other data are conditional on actually having initialized Dear ImGui.
3620
0
    if (!g.Initialized)
3621
0
        return;
3622
3623
    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
3624
0
    if (g.SettingsLoaded && g.IO.IniFilename != NULL)
3625
0
        SaveIniSettingsToDisk(g.IO.IniFilename);
3626
3627
    // Destroy platform windows
3628
0
    DestroyPlatformWindows();
3629
3630
    // Shutdown extensions
3631
0
    DockContextShutdown(&g);
3632
3633
0
    CallContextHooks(&g, ImGuiContextHookType_Shutdown);
3634
3635
    // Clear everything else
3636
0
    g.Windows.clear_delete();
3637
0
    g.WindowsFocusOrder.clear();
3638
0
    g.WindowsTempSortBuffer.clear();
3639
0
    g.CurrentWindow = NULL;
3640
0
    g.CurrentWindowStack.clear();
3641
0
    g.WindowsById.Clear();
3642
0
    g.NavWindow = NULL;
3643
0
    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
3644
0
    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
3645
0
    g.MovingWindow = NULL;
3646
3647
0
    g.KeysRoutingTable.Clear();
3648
3649
0
    g.ColorStack.clear();
3650
0
    g.StyleVarStack.clear();
3651
0
    g.FontStack.clear();
3652
0
    g.OpenPopupStack.clear();
3653
0
    g.BeginPopupStack.clear();
3654
3655
0
    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
3656
0
    g.Viewports.clear_delete();
3657
3658
0
    g.TabBars.Clear();
3659
0
    g.CurrentTabBarStack.clear();
3660
0
    g.ShrinkWidthBuffer.clear();
3661
3662
0
    g.ClipperTempData.clear_destruct();
3663
3664
0
    g.Tables.Clear();
3665
0
    g.TablesTempData.clear_destruct();
3666
0
    g.DrawChannelsTempMergeBuffer.clear();
3667
3668
0
    g.ClipboardHandlerData.clear();
3669
0
    g.MenusIdSubmittedThisFrame.clear();
3670
0
    g.InputTextState.ClearFreeMemory();
3671
0
    g.InputTextDeactivatedState.ClearFreeMemory();
3672
3673
0
    g.SettingsWindows.clear();
3674
0
    g.SettingsHandlers.clear();
3675
3676
0
    if (g.LogFile)
3677
0
    {
3678
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
3679
0
        if (g.LogFile != stdout)
3680
0
#endif
3681
0
            ImFileClose(g.LogFile);
3682
0
        g.LogFile = NULL;
3683
0
    }
3684
0
    g.LogBuffer.clear();
3685
0
    g.DebugLogBuf.clear();
3686
0
    g.DebugLogIndex.clear();
3687
3688
0
    g.Initialized = false;
3689
0
}
3690
3691
// No specific ordering/dependency support, will see as needed
3692
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
3693
0
{
3694
0
    ImGuiContext& g = *ctx;
3695
0
    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
3696
0
    g.Hooks.push_back(*hook);
3697
0
    g.Hooks.back().HookId = ++g.HookIdNext;
3698
0
    return g.HookIdNext;
3699
0
}
3700
3701
// Deferred removal, avoiding issue with changing vector while iterating it
3702
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
3703
0
{
3704
0
    ImGuiContext& g = *ctx;
3705
0
    IM_ASSERT(hook_id != 0);
3706
0
    for (int n = 0; n < g.Hooks.Size; n++)
3707
0
        if (g.Hooks[n].HookId == hook_id)
3708
0
            g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_;
3709
0
}
3710
3711
// Call context hooks (used by e.g. test engine)
3712
// We assume a small number of hooks so all stored in same array
3713
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
3714
0
{
3715
0
    ImGuiContext& g = *ctx;
3716
0
    for (int n = 0; n < g.Hooks.Size; n++)
3717
0
        if (g.Hooks[n].Type == hook_type)
3718
0
            g.Hooks[n].Callback(&g, &g.Hooks[n]);
3719
0
}
3720
3721
3722
//-----------------------------------------------------------------------------
3723
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
3724
//-----------------------------------------------------------------------------
3725
3726
// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
3727
ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
3728
0
{
3729
0
    memset(this, 0, sizeof(*this));
3730
0
    Ctx = ctx;
3731
0
    Name = ImStrdup(name);
3732
0
    NameBufLen = (int)strlen(name) + 1;
3733
0
    ID = ImHashStr(name);
3734
0
    IDStack.push_back(ID);
3735
0
    ViewportAllowPlatformMonitorExtend = -1;
3736
0
    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
3737
0
    MoveId = GetID("#MOVE");
3738
0
    TabId = GetID("#TAB");
3739
0
    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
3740
0
    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
3741
0
    AutoFitFramesX = AutoFitFramesY = -1;
3742
0
    AutoPosLastDirection = ImGuiDir_None;
3743
0
    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
3744
0
    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
3745
0
    LastFrameActive = -1;
3746
0
    LastFrameJustFocused = -1;
3747
0
    LastTimeActive = -1.0f;
3748
0
    FontWindowScale = FontDpiScale = 1.0f;
3749
0
    SettingsOffset = -1;
3750
0
    DockOrder = -1;
3751
0
    DrawList = &DrawListInst;
3752
0
    DrawList->_Data = &Ctx->DrawListSharedData;
3753
0
    DrawList->_OwnerName = Name;
3754
0
    IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
3755
0
}
3756
3757
ImGuiWindow::~ImGuiWindow()
3758
0
{
3759
0
    IM_ASSERT(DrawList == &DrawListInst);
3760
0
    IM_DELETE(Name);
3761
0
    ColumnsStorage.clear_destruct();
3762
0
}
3763
3764
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
3765
0
{
3766
0
    ImGuiID seed = IDStack.back();
3767
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
3768
0
    ImGuiContext& g = *Ctx;
3769
0
    if (g.DebugHookIdInfo == id)
3770
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
3771
0
    return id;
3772
0
}
3773
3774
ImGuiID ImGuiWindow::GetID(const void* ptr)
3775
0
{
3776
0
    ImGuiID seed = IDStack.back();
3777
0
    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
3778
0
    ImGuiContext& g = *Ctx;
3779
0
    if (g.DebugHookIdInfo == id)
3780
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
3781
0
    return id;
3782
0
}
3783
3784
ImGuiID ImGuiWindow::GetID(int n)
3785
0
{
3786
0
    ImGuiID seed = IDStack.back();
3787
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
3788
0
    ImGuiContext& g = *Ctx;
3789
0
    if (g.DebugHookIdInfo == id)
3790
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
3791
0
    return id;
3792
0
}
3793
3794
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
3795
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
3796
0
{
3797
0
    ImGuiID seed = IDStack.back();
3798
0
    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
3799
0
    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
3800
0
    return id;
3801
0
}
3802
3803
static void SetCurrentWindow(ImGuiWindow* window)
3804
0
{
3805
0
    ImGuiContext& g = *GImGui;
3806
0
    g.CurrentWindow = window;
3807
0
    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
3808
0
    if (window)
3809
0
        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
3810
0
}
3811
3812
void ImGui::GcCompactTransientMiscBuffers()
3813
0
{
3814
0
    ImGuiContext& g = *GImGui;
3815
0
    g.ItemFlagsStack.clear();
3816
0
    g.GroupStack.clear();
3817
0
    TableGcCompactSettings();
3818
0
}
3819
3820
// Free up/compact internal window buffers, we can use this when a window becomes unused.
3821
// Not freed:
3822
// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
3823
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
3824
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
3825
0
{
3826
0
    window->MemoryCompacted = true;
3827
0
    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
3828
0
    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
3829
0
    window->IDStack.clear();
3830
0
    window->DrawList->_ClearFreeMemory();
3831
0
    window->DC.ChildWindows.clear();
3832
0
    window->DC.ItemWidthStack.clear();
3833
0
    window->DC.TextWrapPosStack.clear();
3834
0
}
3835
3836
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
3837
0
{
3838
    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
3839
    // The other buffers tends to amortize much faster.
3840
0
    window->MemoryCompacted = false;
3841
0
    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
3842
0
    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
3843
0
    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
3844
0
}
3845
3846
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
3847
0
{
3848
0
    ImGuiContext& g = *GImGui;
3849
3850
    // Clear previous active id
3851
0
    if (g.ActiveId != 0)
3852
0
    {
3853
        // While most behaved code would make an effort to not steal active id during window move/drag operations,
3854
        // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
3855
        // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
3856
0
        if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
3857
0
        {
3858
0
            IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
3859
0
            g.MovingWindow = NULL;
3860
0
        }
3861
3862
        // This could be written in a more general way (e.g associate a hook to ActiveId),
3863
        // but since this is currently quite an exception we'll leave it as is.
3864
        // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
3865
0
        if (g.InputTextState.ID == g.ActiveId)
3866
0
            InputTextDeactivateHook(g.ActiveId);
3867
0
    }
3868
3869
    // Set active id
3870
0
    g.ActiveIdIsJustActivated = (g.ActiveId != id);
3871
0
    if (g.ActiveIdIsJustActivated)
3872
0
    {
3873
0
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
3874
0
        g.ActiveIdTimer = 0.0f;
3875
0
        g.ActiveIdHasBeenPressedBefore = false;
3876
0
        g.ActiveIdHasBeenEditedBefore = false;
3877
0
        g.ActiveIdMouseButton = -1;
3878
0
        if (id != 0)
3879
0
        {
3880
0
            g.LastActiveId = id;
3881
0
            g.LastActiveIdTimer = 0.0f;
3882
0
        }
3883
0
    }
3884
0
    g.ActiveId = id;
3885
0
    g.ActiveIdAllowOverlap = false;
3886
0
    g.ActiveIdNoClearOnFocusLoss = false;
3887
0
    g.ActiveIdWindow = window;
3888
0
    g.ActiveIdHasBeenEditedThisFrame = false;
3889
0
    if (id)
3890
0
    {
3891
0
        g.ActiveIdIsAlive = id;
3892
0
        g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
3893
0
        IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
3894
0
    }
3895
3896
    // Clear declaration of inputs claimed by the widget
3897
    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
3898
0
    g.ActiveIdUsingNavDirMask = 0x00;
3899
0
    g.ActiveIdUsingAllKeyboardKeys = false;
3900
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
3901
    g.ActiveIdUsingNavInputMask = 0x00;
3902
#endif
3903
0
}
3904
3905
void ImGui::ClearActiveID()
3906
0
{
3907
0
    SetActiveID(0, NULL); // g.ActiveId = 0;
3908
0
}
3909
3910
void ImGui::SetHoveredID(ImGuiID id)
3911
0
{
3912
0
    ImGuiContext& g = *GImGui;
3913
0
    g.HoveredId = id;
3914
0
    g.HoveredIdAllowOverlap = false;
3915
0
    if (id != 0 && g.HoveredIdPreviousFrame != id)
3916
0
        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
3917
0
}
3918
3919
ImGuiID ImGui::GetHoveredID()
3920
0
{
3921
0
    ImGuiContext& g = *GImGui;
3922
0
    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
3923
0
}
3924
3925
// This is called by ItemAdd().
3926
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
3927
void ImGui::KeepAliveID(ImGuiID id)
3928
0
{
3929
0
    ImGuiContext& g = *GImGui;
3930
0
    if (g.ActiveId == id)
3931
0
        g.ActiveIdIsAlive = id;
3932
0
    if (g.ActiveIdPreviousFrame == id)
3933
0
        g.ActiveIdPreviousFrameIsAlive = true;
3934
0
}
3935
3936
void ImGui::MarkItemEdited(ImGuiID id)
3937
0
{
3938
    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
3939
    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
3940
0
    ImGuiContext& g = *GImGui;
3941
0
    if (g.ActiveId == id || g.ActiveId == 0)
3942
0
    {
3943
0
        g.ActiveIdHasBeenEditedThisFrame = true;
3944
0
        g.ActiveIdHasBeenEditedBefore = true;
3945
0
    }
3946
3947
    // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
3948
    // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
3949
0
    IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id);
3950
3951
    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
3952
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
3953
0
}
3954
3955
static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
3956
0
{
3957
    // An active popup disable hovering on other windows (apart from its own children)
3958
    // FIXME-OPT: This could be cached/stored within the window.
3959
0
    ImGuiContext& g = *GImGui;
3960
0
    if (g.NavWindow)
3961
0
        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
3962
0
            if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
3963
0
            {
3964
                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
3965
                // NB: The 'else' is important because Modal windows are also Popups.
3966
0
                bool want_inhibit = false;
3967
0
                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
3968
0
                    want_inhibit = true;
3969
0
                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
3970
0
                    want_inhibit = true;
3971
3972
                // Inhibit hover unless the window is within the stack of our modal/popup
3973
0
                if (want_inhibit)
3974
0
                    if (!ImGui::IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
3975
0
                        return false;
3976
0
            }
3977
3978
    // Filter by viewport
3979
0
    if (window->Viewport != g.MouseViewport)
3980
0
        if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
3981
0
            return false;
3982
3983
0
    return true;
3984
0
}
3985
3986
// This is roughly matching the behavior of internal-facing ItemHoverable()
3987
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
3988
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
3989
bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
3990
0
{
3991
0
    ImGuiContext& g = *GImGui;
3992
0
    ImGuiWindow* window = g.CurrentWindow;
3993
0
    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
3994
0
    {
3995
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
3996
0
            return false;
3997
0
        if (!IsItemFocused())
3998
0
            return false;
3999
0
    }
4000
0
    else
4001
0
    {
4002
        // Test for bounding box overlap, as updated as ItemAdd()
4003
0
        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
4004
0
        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
4005
0
            return false;
4006
0
        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0);   // Flags not supported by this function
4007
4008
        // Done with rectangle culling so we can perform heavier checks now
4009
        // Test if we are hovering the right window (our window could be behind another window)
4010
        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
4011
        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
4012
        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
4013
        // the test that has been running for a long while.
4014
0
        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
4015
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0)
4016
0
                return false;
4017
4018
        // Test if another item is active (e.g. being dragged)
4019
0
        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
4020
0
            if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap)
4021
0
                if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
4022
0
                    return false;
4023
4024
        // Test if interactions on this window are blocked by an active popup or modal.
4025
        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
4026
0
        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
4027
0
            return false;
4028
4029
        // Test if the item is disabled
4030
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4031
0
            return false;
4032
4033
        // Special handling for calling after Begin() which represent the title bar or tab.
4034
        // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
4035
        // will never be overwritten so we need to detect the case.
4036
0
        if (g.LastItemData.ID == window->MoveId && window->WriteAccessed)
4037
0
            return false;
4038
0
    }
4039
4040
    // Handle hover delay
4041
    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
4042
0
    float delay;
4043
0
    if (flags & ImGuiHoveredFlags_DelayNormal)
4044
0
        delay = g.IO.HoverDelayNormal;
4045
0
    else if (flags & ImGuiHoveredFlags_DelayShort)
4046
0
        delay = g.IO.HoverDelayShort;
4047
0
    else
4048
0
        delay = 0.0f;
4049
0
    if (delay > 0.0f)
4050
0
    {
4051
0
        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
4052
0
        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverDelayIdPreviousFrame != hover_delay_id))
4053
0
            g.HoverDelayTimer = 0.0f;
4054
0
        g.HoverDelayId = hover_delay_id;
4055
0
        return g.HoverDelayTimer >= delay;
4056
0
    }
4057
4058
0
    return true;
4059
0
}
4060
4061
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
4062
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
4063
0
{
4064
0
    ImGuiContext& g = *GImGui;
4065
0
    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
4066
0
        return false;
4067
4068
0
    ImGuiWindow* window = g.CurrentWindow;
4069
0
    if (g.HoveredWindow != window)
4070
0
        return false;
4071
0
    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4072
0
        return false;
4073
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max))
4074
0
        return false;
4075
4076
    // Done with rectangle culling so we can perform heavier checks now.
4077
0
    ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);
4078
0
    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
4079
0
    {
4080
0
        g.HoveredIdDisabled = true;
4081
0
        return false;
4082
0
    }
4083
4084
    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
4085
    // hover test in widgets code. We could also decide to split this function is two.
4086
0
    if (id != 0)
4087
0
        SetHoveredID(id);
4088
4089
    // When disabled we'll return false but still set HoveredId
4090
0
    if (item_flags & ImGuiItemFlags_Disabled)
4091
0
    {
4092
        // Release active id if turning disabled
4093
0
        if (g.ActiveId == id)
4094
0
            ClearActiveID();
4095
0
        g.HoveredIdDisabled = true;
4096
0
        return false;
4097
0
    }
4098
4099
0
    if (id != 0)
4100
0
    {
4101
        // [DEBUG] Item Picker tool!
4102
        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making
4103
        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered
4104
        // items if we performed the test in ItemAdd(), but that would incur a small runtime cost.
4105
0
        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
4106
0
            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
4107
0
        if (g.DebugItemPickerBreakId == id)
4108
0
            IM_DEBUG_BREAK();
4109
0
    }
4110
4111
0
    if (g.NavDisableMouseHover)
4112
0
        return false;
4113
4114
0
    return true;
4115
0
}
4116
4117
// FIXME: This is inlined/duplicated in ItemAdd()
4118
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
4119
0
{
4120
0
    ImGuiContext& g = *GImGui;
4121
0
    ImGuiWindow* window = g.CurrentWindow;
4122
0
    if (!bb.Overlaps(window->ClipRect))
4123
0
        if (id == 0 || (id != g.ActiveId && id != g.NavId))
4124
0
            if (!g.LogEnabled)
4125
0
                return true;
4126
0
    return false;
4127
0
}
4128
4129
// This is also inlined in ItemAdd()
4130
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
4131
void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
4132
0
{
4133
0
    ImGuiContext& g = *GImGui;
4134
0
    g.LastItemData.ID = item_id;
4135
0
    g.LastItemData.InFlags = in_flags;
4136
0
    g.LastItemData.StatusFlags = item_flags;
4137
0
    g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
4138
0
}
4139
4140
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
4141
0
{
4142
0
    if (wrap_pos_x < 0.0f)
4143
0
        return 0.0f;
4144
4145
0
    ImGuiContext& g = *GImGui;
4146
0
    ImGuiWindow* window = g.CurrentWindow;
4147
0
    if (wrap_pos_x == 0.0f)
4148
0
    {
4149
        // We could decide to setup a default wrapping max point for auto-resizing windows,
4150
        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
4151
        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
4152
        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
4153
        //else
4154
0
        wrap_pos_x = window->WorkRect.Max.x;
4155
0
    }
4156
0
    else if (wrap_pos_x > 0.0f)
4157
0
    {
4158
0
        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
4159
0
    }
4160
4161
0
    return ImMax(wrap_pos_x - pos.x, 1.0f);
4162
0
}
4163
4164
// IM_ALLOC() == ImGui::MemAlloc()
4165
void* ImGui::MemAlloc(size_t size)
4166
0
{
4167
0
    if (ImGuiContext* ctx = GImGui)
4168
0
        ctx->IO.MetricsActiveAllocations++;
4169
0
    return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
4170
0
}
4171
4172
// IM_FREE() == ImGui::MemFree()
4173
void ImGui::MemFree(void* ptr)
4174
0
{
4175
0
    if (ptr)
4176
0
        if (ImGuiContext* ctx = GImGui)
4177
0
            ctx->IO.MetricsActiveAllocations--;
4178
0
    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
4179
0
}
4180
4181
const char* ImGui::GetClipboardText()
4182
0
{
4183
0
    ImGuiContext& g = *GImGui;
4184
0
    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
4185
0
}
4186
4187
void ImGui::SetClipboardText(const char* text)
4188
0
{
4189
0
    ImGuiContext& g = *GImGui;
4190
0
    if (g.IO.SetClipboardTextFn)
4191
0
        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
4192
0
}
4193
4194
const char* ImGui::GetVersion()
4195
0
{
4196
0
    return IMGUI_VERSION;
4197
0
}
4198
4199
ImGuiIO& ImGui::GetIO()
4200
0
{
4201
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4202
0
    return GImGui->IO;
4203
0
}
4204
4205
ImGuiPlatformIO& ImGui::GetPlatformIO()
4206
0
{
4207
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
4208
0
    return GImGui->PlatformIO;
4209
0
}
4210
4211
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
4212
ImDrawData* ImGui::GetDrawData()
4213
0
{
4214
0
    ImGuiContext& g = *GImGui;
4215
0
    ImGuiViewportP* viewport = g.Viewports[0];
4216
0
    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
4217
0
}
4218
4219
double ImGui::GetTime()
4220
0
{
4221
0
    return GImGui->Time;
4222
0
}
4223
4224
int ImGui::GetFrameCount()
4225
0
{
4226
0
    return GImGui->FrameCount;
4227
0
}
4228
4229
static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
4230
0
{
4231
    // Create the draw list on demand, because they are not frequently used for all viewports
4232
0
    ImGuiContext& g = *GImGui;
4233
0
    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists));
4234
0
    ImDrawList* draw_list = viewport->DrawLists[drawlist_no];
4235
0
    if (draw_list == NULL)
4236
0
    {
4237
0
        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
4238
0
        draw_list->_OwnerName = drawlist_name;
4239
0
        viewport->DrawLists[drawlist_no] = draw_list;
4240
0
    }
4241
4242
    // Our ImDrawList system requires that there is always a command
4243
0
    if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount)
4244
0
    {
4245
0
        draw_list->_ResetForNewFrame();
4246
0
        draw_list->PushTextureID(g.IO.Fonts->TexID);
4247
0
        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
4248
0
        viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount;
4249
0
    }
4250
0
    return draw_list;
4251
0
}
4252
4253
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
4254
0
{
4255
0
    return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background");
4256
0
}
4257
4258
ImDrawList* ImGui::GetBackgroundDrawList()
4259
0
{
4260
0
    ImGuiContext& g = *GImGui;
4261
0
    return GetBackgroundDrawList(g.CurrentWindow->Viewport);
4262
0
}
4263
4264
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
4265
0
{
4266
0
    return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
4267
0
}
4268
4269
ImDrawList* ImGui::GetForegroundDrawList()
4270
0
{
4271
0
    ImGuiContext& g = *GImGui;
4272
0
    return GetForegroundDrawList(g.CurrentWindow->Viewport);
4273
0
}
4274
4275
ImDrawListSharedData* ImGui::GetDrawListSharedData()
4276
0
{
4277
0
    return &GImGui->DrawListSharedData;
4278
0
}
4279
4280
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
4281
0
{
4282
    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
4283
    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
4284
    // This is because we want ActiveId to be set even when the window is not permitted to move.
4285
0
    ImGuiContext& g = *GImGui;
4286
0
    FocusWindow(window);
4287
0
    SetActiveID(window->MoveId, window);
4288
0
    g.NavDisableHighlight = true;
4289
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
4290
0
    g.ActiveIdNoClearOnFocusLoss = true;
4291
0
    SetActiveIdUsingAllKeyboardKeys();
4292
4293
0
    bool can_move_window = true;
4294
0
    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
4295
0
        can_move_window = false;
4296
0
    if (ImGuiDockNode* node = window->DockNodeAsHost)
4297
0
        if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
4298
0
            can_move_window = false;
4299
0
    if (can_move_window)
4300
0
        g.MovingWindow = window;
4301
0
}
4302
4303
// We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
4304
// - undock_floating_node == true: when dragging from a floating node within a hierarchy, always undock the node.
4305
// - undock_floating_node == false: when dragging from a floating node within a hierarchy, move root window.
4306
void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node)
4307
0
{
4308
0
    ImGuiContext& g = *GImGui;
4309
0
    bool can_undock_node = false;
4310
0
    if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0)
4311
0
    {
4312
        // Can undock if:
4313
        // - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move the whole hierarchy)
4314
        // - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and copy windows)
4315
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
4316
0
        if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL)   // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
4317
0
            if (undock_floating_node || root_node->IsDockSpace())
4318
0
                can_undock_node = true;
4319
0
    }
4320
4321
0
    const bool clicked = IsMouseClicked(0);
4322
0
    const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f);
4323
0
    if (can_undock_node && dragging)
4324
0
        DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
4325
0
    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
4326
0
        StartMouseMovingWindow(window);
4327
0
}
4328
4329
// Handle mouse moving window
4330
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
4331
// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
4332
// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
4333
// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
4334
void ImGui::UpdateMouseMovingWindowNewFrame()
4335
0
{
4336
0
    ImGuiContext& g = *GImGui;
4337
0
    if (g.MovingWindow != NULL)
4338
0
    {
4339
        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
4340
        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
4341
0
        KeepAliveID(g.ActiveId);
4342
0
        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
4343
0
        ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
4344
4345
        // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
4346
0
        const bool window_disappared = ((!moving_window->WasActive && !moving_window->Active) || moving_window->Viewport == NULL);
4347
0
        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
4348
0
        {
4349
0
            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
4350
0
            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
4351
0
            {
4352
0
                SetWindowPos(moving_window, pos, ImGuiCond_Always);
4353
0
                if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
4354
0
                {
4355
0
                    moving_window->Viewport->Pos = pos;
4356
0
                    moving_window->Viewport->UpdateWorkRect();
4357
0
                }
4358
0
            }
4359
0
            FocusWindow(g.MovingWindow);
4360
0
        }
4361
0
        else
4362
0
        {
4363
0
            if (!window_disappared)
4364
0
            {
4365
                // Try to merge the window back into the main viewport.
4366
                // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
4367
0
                if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
4368
0
                    UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
4369
4370
                // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
4371
0
                if (!IsDragDropPayloadBeingAccepted())
4372
0
                    g.MouseViewport = moving_window->Viewport;
4373
4374
                // Clear the NoInput window flag set by the Viewport system
4375
0
                moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL.
4376
0
            }
4377
4378
0
            g.MovingWindow = NULL;
4379
0
            ClearActiveID();
4380
0
        }
4381
0
    }
4382
0
    else
4383
0
    {
4384
        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
4385
0
        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
4386
0
        {
4387
0
            KeepAliveID(g.ActiveId);
4388
0
            if (!g.IO.MouseDown[0])
4389
0
                ClearActiveID();
4390
0
        }
4391
0
    }
4392
0
}
4393
4394
// Initiate moving window when clicking on empty space or title bar.
4395
// Handle left-click and right-click focus.
4396
void ImGui::UpdateMouseMovingWindowEndFrame()
4397
0
{
4398
0
    ImGuiContext& g = *GImGui;
4399
0
    if (g.ActiveId != 0 || g.HoveredId != 0)
4400
0
        return;
4401
4402
    // Unless we just made a window/popup appear
4403
0
    if (g.NavWindow && g.NavWindow->Appearing)
4404
0
        return;
4405
4406
    // Click on empty space to focus window and start moving
4407
    // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
4408
0
    if (g.IO.MouseClicked[0])
4409
0
    {
4410
        // Handle the edge case of a popup being closed while clicking in its empty space.
4411
        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
4412
0
        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
4413
0
        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
4414
4415
0
        if (root_window != NULL && !is_closed_popup)
4416
0
        {
4417
0
            StartMouseMovingWindow(g.HoveredWindow); //-V595
4418
4419
            // Cancel moving if clicked outside of title bar
4420
0
            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
4421
0
                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
4422
0
                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
4423
0
                        g.MovingWindow = NULL;
4424
4425
            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
4426
0
            if (g.HoveredIdDisabled)
4427
0
                g.MovingWindow = NULL;
4428
0
        }
4429
0
        else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL)
4430
0
        {
4431
            // Clicking on void disable focus
4432
0
            FocusWindow(NULL);
4433
0
        }
4434
0
    }
4435
4436
    // With right mouse button we close popups without changing focus based on where the mouse is aimed
4437
    // Instead, focus will be restored to the window under the bottom-most closed popup.
4438
    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
4439
0
    if (g.IO.MouseClicked[1])
4440
0
    {
4441
        // Find the top-most window between HoveredWindow and the top-most Modal Window.
4442
        // This is where we can trim the popup stack.
4443
0
        ImGuiWindow* modal = GetTopMostPopupModal();
4444
0
        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
4445
0
        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
4446
0
    }
4447
0
}
4448
4449
// This is called during NewFrame()->UpdateViewportsNewFrame() only.
4450
// Need to keep in sync with SetWindowPos()
4451
static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
4452
0
{
4453
0
    window->Pos += delta;
4454
0
    window->ClipRect.Translate(delta);
4455
0
    window->OuterRectClipped.Translate(delta);
4456
0
    window->InnerRect.Translate(delta);
4457
0
    window->DC.CursorPos += delta;
4458
0
    window->DC.CursorStartPos += delta;
4459
0
    window->DC.CursorMaxPos += delta;
4460
0
    window->DC.IdealMaxPos += delta;
4461
0
}
4462
4463
static void ScaleWindow(ImGuiWindow* window, float scale)
4464
0
{
4465
0
    ImVec2 origin = window->Viewport->Pos;
4466
0
    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
4467
0
    window->Size = ImFloor(window->Size * scale);
4468
0
    window->SizeFull = ImFloor(window->SizeFull * scale);
4469
0
    window->ContentSize = ImFloor(window->ContentSize * scale);
4470
0
}
4471
4472
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
4473
0
{
4474
0
    return (window->Active) && (!window->Hidden);
4475
0
}
4476
4477
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
4478
void ImGui::UpdateHoveredWindowAndCaptureFlags()
4479
0
{
4480
0
    ImGuiContext& g = *GImGui;
4481
0
    ImGuiIO& io = g.IO;
4482
0
    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
4483
4484
    // Find the window hovered by mouse:
4485
    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
4486
    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
4487
    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
4488
0
    bool clear_hovered_windows = false;
4489
0
    FindHoveredWindow();
4490
0
    IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
4491
4492
    // Modal windows prevents mouse from hovering behind them.
4493
0
    ImGuiWindow* modal_window = GetTopMostPopupModal();
4494
0
    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
4495
0
        clear_hovered_windows = true;
4496
4497
    // Disabled mouse?
4498
0
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
4499
0
        clear_hovered_windows = true;
4500
4501
    // We track click ownership. When clicked outside of a window the click is owned by the application and
4502
    // won't report hovering nor request capture even while dragging over our windows afterward.
4503
0
    const bool has_open_popup = (g.OpenPopupStack.Size > 0);
4504
0
    const bool has_open_modal = (modal_window != NULL);
4505
0
    int mouse_earliest_down = -1;
4506
0
    bool mouse_any_down = false;
4507
0
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
4508
0
    {
4509
0
        if (io.MouseClicked[i])
4510
0
        {
4511
0
            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
4512
0
            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
4513
0
        }
4514
0
        mouse_any_down |= io.MouseDown[i];
4515
0
        if (io.MouseDown[i])
4516
0
            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
4517
0
                mouse_earliest_down = i;
4518
0
    }
4519
0
    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
4520
0
    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
4521
4522
    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
4523
    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
4524
0
    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
4525
0
    if (!mouse_avail && !mouse_dragging_extern_payload)
4526
0
        clear_hovered_windows = true;
4527
4528
0
    if (clear_hovered_windows)
4529
0
        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4530
4531
    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
4532
    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
4533
0
    if (g.WantCaptureMouseNextFrame != -1)
4534
0
    {
4535
0
        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
4536
0
    }
4537
0
    else
4538
0
    {
4539
0
        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
4540
0
        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
4541
0
    }
4542
4543
    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
4544
0
    if (g.WantCaptureKeyboardNextFrame != -1)
4545
0
        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
4546
0
    else
4547
0
        io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
4548
0
    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
4549
0
        io.WantCaptureKeyboard = true;
4550
4551
    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
4552
0
    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
4553
0
}
4554
4555
void ImGui::NewFrame()
4556
0
{
4557
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4558
0
    ImGuiContext& g = *GImGui;
4559
4560
    // Remove pending delete hooks before frame start.
4561
    // This deferred removal avoid issues of removal while iterating the hook vector
4562
0
    for (int n = g.Hooks.Size - 1; n >= 0; n--)
4563
0
        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
4564
0
            g.Hooks.erase(&g.Hooks[n]);
4565
4566
0
    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
4567
4568
    // Check and assert for various common IO and Configuration mistakes
4569
0
    g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
4570
0
    ErrorCheckNewFrameSanityChecks();
4571
0
    g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
4572
4573
    // Load settings on first frame, save settings when modified (after a delay)
4574
0
    UpdateSettings();
4575
4576
0
    g.Time += g.IO.DeltaTime;
4577
0
    g.WithinFrameScope = true;
4578
0
    g.FrameCount += 1;
4579
0
    g.TooltipOverrideCount = 0;
4580
0
    g.WindowsActiveCount = 0;
4581
0
    g.MenusIdSubmittedThisFrame.resize(0);
4582
4583
    // Calculate frame-rate for the user, as a purely luxurious feature
4584
0
    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
4585
0
    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
4586
0
    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
4587
0
    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
4588
0
    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
4589
4590
    // Process input queue (trickle as many events as possible), turn events into writes to IO structure
4591
0
    g.InputEventsTrail.resize(0);
4592
0
    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
4593
4594
    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
4595
0
    UpdateViewportsNewFrame();
4596
4597
    // Setup current font and draw list shared data
4598
    // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
4599
0
    g.IO.Fonts->Locked = true;
4600
0
    SetCurrentFont(GetDefaultFont());
4601
0
    IM_ASSERT(g.Font->IsLoaded());
4602
0
    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
4603
0
    for (int n = 0; n < g.Viewports.Size; n++)
4604
0
        virtual_space.Add(g.Viewports[n]->GetMainRect());
4605
0
    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
4606
0
    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
4607
0
    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
4608
0
    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
4609
0
    if (g.Style.AntiAliasedLines)
4610
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
4611
0
    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
4612
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
4613
0
    if (g.Style.AntiAliasedFill)
4614
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
4615
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
4616
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
4617
4618
    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
4619
0
    for (int n = 0; n < g.Viewports.Size; n++)
4620
0
    {
4621
0
        ImGuiViewportP* viewport = g.Viewports[n];
4622
0
        viewport->DrawData = NULL;
4623
0
        viewport->DrawDataP.Clear();
4624
0
    }
4625
4626
    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
4627
0
    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
4628
0
        KeepAliveID(g.DragDropPayload.SourceId);
4629
4630
    // Update HoveredId data
4631
0
    if (!g.HoveredIdPreviousFrame)
4632
0
        g.HoveredIdTimer = 0.0f;
4633
0
    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
4634
0
        g.HoveredIdNotActiveTimer = 0.0f;
4635
0
    if (g.HoveredId)
4636
0
        g.HoveredIdTimer += g.IO.DeltaTime;
4637
0
    if (g.HoveredId && g.ActiveId != g.HoveredId)
4638
0
        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
4639
0
    g.HoveredIdPreviousFrame = g.HoveredId;
4640
0
    g.HoveredId = 0;
4641
0
    g.HoveredIdAllowOverlap = false;
4642
0
    g.HoveredIdDisabled = false;
4643
4644
    // Clear ActiveID if the item is not alive anymore.
4645
    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
4646
    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
4647
0
    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
4648
0
    {
4649
0
        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
4650
0
        ClearActiveID();
4651
0
    }
4652
4653
    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
4654
0
    if (g.ActiveId)
4655
0
        g.ActiveIdTimer += g.IO.DeltaTime;
4656
0
    g.LastActiveIdTimer += g.IO.DeltaTime;
4657
0
    g.ActiveIdPreviousFrame = g.ActiveId;
4658
0
    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
4659
0
    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
4660
0
    g.ActiveIdIsAlive = 0;
4661
0
    g.ActiveIdHasBeenEditedThisFrame = false;
4662
0
    g.ActiveIdPreviousFrameIsAlive = false;
4663
0
    g.ActiveIdIsJustActivated = false;
4664
0
    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
4665
0
        g.TempInputId = 0;
4666
0
    if (g.ActiveId == 0)
4667
0
    {
4668
0
        g.ActiveIdUsingNavDirMask = 0x00;
4669
0
        g.ActiveIdUsingAllKeyboardKeys = false;
4670
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4671
        g.ActiveIdUsingNavInputMask = 0x00;
4672
#endif
4673
0
    }
4674
4675
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4676
    if (g.ActiveId == 0)
4677
        g.ActiveIdUsingNavInputMask = 0;
4678
    else if (g.ActiveIdUsingNavInputMask != 0)
4679
    {
4680
        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
4681
        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
4682
        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
4683
            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
4684
        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
4685
            IM_ASSERT(0); // Other values unsupported
4686
    }
4687
#endif
4688
4689
    // Update hover delay for IsItemHovered() with delays and tooltips
4690
0
    g.HoverDelayIdPreviousFrame = g.HoverDelayId;
4691
0
    if (g.HoverDelayId != 0)
4692
0
    {
4693
        //if (g.IO.MouseDelta.x == 0.0f && g.IO.MouseDelta.y == 0.0f) // Need design/flags
4694
0
        g.HoverDelayTimer += g.IO.DeltaTime;
4695
0
        g.HoverDelayClearTimer = 0.0f;
4696
0
        g.HoverDelayId = 0;
4697
0
    }
4698
0
    else if (g.HoverDelayTimer > 0.0f)
4699
0
    {
4700
        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
4701
0
        g.HoverDelayClearTimer += g.IO.DeltaTime;
4702
0
        if (g.HoverDelayClearTimer >= ImMax(0.20f, g.IO.DeltaTime * 2.0f)) // ~6 frames at 30 Hz + allow for low framerate
4703
0
            g.HoverDelayTimer = g.HoverDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
4704
0
    }
4705
4706
    // Drag and drop
4707
0
    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
4708
0
    g.DragDropAcceptIdCurr = 0;
4709
0
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
4710
0
    g.DragDropWithinSource = false;
4711
0
    g.DragDropWithinTarget = false;
4712
0
    g.DragDropHoldJustPressedId = 0;
4713
4714
    // Close popups on focus lost (currently wip/opt-in)
4715
    //if (g.IO.AppFocusLost)
4716
    //    ClosePopupsExceptModals();
4717
4718
    // Update keyboard input state
4719
0
    UpdateKeyboardInputs();
4720
4721
    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
4722
    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
4723
    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
4724
    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
4725
4726
    // Update gamepad/keyboard navigation
4727
0
    NavUpdate();
4728
4729
    // Update mouse input state
4730
0
    UpdateMouseInputs();
4731
4732
    // Undocking
4733
    // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
4734
0
    DockContextNewFrameUpdateUndocking(&g);
4735
4736
    // Find hovered window
4737
    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
4738
0
    UpdateHoveredWindowAndCaptureFlags();
4739
4740
    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
4741
0
    UpdateMouseMovingWindowNewFrame();
4742
4743
    // Background darkening/whitening
4744
0
    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
4745
0
        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
4746
0
    else
4747
0
        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
4748
4749
0
    g.MouseCursor = ImGuiMouseCursor_Arrow;
4750
0
    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
4751
4752
    // Platform IME data: reset for the frame
4753
0
    g.PlatformImeDataPrev = g.PlatformImeData;
4754
0
    g.PlatformImeData.WantVisible = false;
4755
4756
    // Mouse wheel scrolling, scale
4757
0
    UpdateMouseWheel();
4758
4759
    // Mark all windows as not visible and compact unused memory.
4760
0
    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
4761
0
    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
4762
0
    for (int i = 0; i != g.Windows.Size; i++)
4763
0
    {
4764
0
        ImGuiWindow* window = g.Windows[i];
4765
0
        window->WasActive = window->Active;
4766
0
        window->Active = false;
4767
0
        window->WriteAccessed = false;
4768
0
        window->BeginCountPreviousFrame = window->BeginCount;
4769
0
        window->BeginCount = 0;
4770
4771
        // Garbage collect transient buffers of recently unused windows
4772
0
        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
4773
0
            GcCompactTransientWindowBuffers(window);
4774
0
    }
4775
4776
    // Garbage collect transient buffers of recently unused tables
4777
0
    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
4778
0
        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
4779
0
            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
4780
0
    for (int i = 0; i < g.TablesTempData.Size; i++)
4781
0
        if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time)
4782
0
            TableGcCompactTransientBuffers(&g.TablesTempData[i]);
4783
0
    if (g.GcCompactAll)
4784
0
        GcCompactTransientMiscBuffers();
4785
0
    g.GcCompactAll = false;
4786
4787
    // Closing the focused window restore focus to the first active root window in descending z-order
4788
0
    if (g.NavWindow && !g.NavWindow->WasActive)
4789
0
        FocusTopMostWindowUnderOne(NULL, NULL);
4790
4791
    // No window should be open at the beginning of the frame.
4792
    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
4793
0
    g.CurrentWindowStack.resize(0);
4794
0
    g.BeginPopupStack.resize(0);
4795
0
    g.ItemFlagsStack.resize(0);
4796
0
    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
4797
0
    g.GroupStack.resize(0);
4798
4799
    // Docking
4800
0
    DockContextNewFrameUpdateDocking(&g);
4801
4802
    // [DEBUG] Update debug features
4803
0
    UpdateDebugToolItemPicker();
4804
0
    UpdateDebugToolStackQueries();
4805
0
    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
4806
0
        g.DebugLocateId = 0;
4807
0
    if (g.DebugLogClipperAutoDisableFrames > 0 && --g.DebugLogClipperAutoDisableFrames == 0)
4808
0
    {
4809
0
        DebugLog("(Auto-disabled ImGuiDebugLogFlags_EventClipper to avoid spamming)\n");
4810
0
        g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
4811
0
    }
4812
4813
    // Create implicit/fallback window - which we will only render it if the user has added something to it.
4814
    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
4815
    // This fallback is particularly important as it prevents ImGui:: calls from crashing.
4816
0
    g.WithinFrameScopeWithImplicitWindow = true;
4817
0
    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
4818
0
    Begin("Debug##Default");
4819
0
    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
4820
4821
    // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
4822
    // allowing to validate correct Begin/End behavior in user code.
4823
0
    if (g.IO.ConfigDebugBeginReturnValueLoop)
4824
0
        g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
4825
0
    else
4826
0
        g.DebugBeginReturnValueCullDepth = -1;
4827
4828
0
    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
4829
0
}
4830
4831
// FIXME: Add a more explicit sort order in the window structure.
4832
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
4833
0
{
4834
0
    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
4835
0
    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
4836
0
    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
4837
0
        return d;
4838
0
    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
4839
0
        return d;
4840
0
    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
4841
0
}
4842
4843
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
4844
0
{
4845
0
    out_sorted_windows->push_back(window);
4846
0
    if (window->Active)
4847
0
    {
4848
0
        int count = window->DC.ChildWindows.Size;
4849
0
        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
4850
0
        for (int i = 0; i < count; i++)
4851
0
        {
4852
0
            ImGuiWindow* child = window->DC.ChildWindows[i];
4853
0
            if (child->Active)
4854
0
                AddWindowToSortBuffer(out_sorted_windows, child);
4855
0
        }
4856
0
    }
4857
0
}
4858
4859
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
4860
0
{
4861
0
    if (draw_list->CmdBuffer.Size == 0)
4862
0
        return;
4863
0
    if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)
4864
0
        return;
4865
4866
    // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
4867
    // May trigger for you if you are using PrimXXX functions incorrectly.
4868
0
    IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
4869
0
    IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
4870
0
    if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
4871
0
        IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
4872
4873
    // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
4874
    // If this assert triggers because you are drawing lots of stuff manually:
4875
    // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
4876
    //   Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
4877
    // - If you want large meshes with more than 64K vertices, you can either:
4878
    //   (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
4879
    //       Most example backends already support this from 1.71. Pre-1.71 backends won't.
4880
    //       Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
4881
    //   (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
4882
    //       Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
4883
    //         glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
4884
    //       Your own engine or render API may use different parameters or function calls to specify index sizes.
4885
    //       2 and 4 bytes indices are generally supported by most graphics API.
4886
    // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
4887
    //   the 64K limit to split your draw commands in multiple draw lists.
4888
0
    if (sizeof(ImDrawIdx) == 2)
4889
0
        IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
4890
4891
0
    out_list->push_back(draw_list);
4892
0
}
4893
4894
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
4895
0
{
4896
0
    ImGuiContext& g = *GImGui;
4897
0
    ImGuiViewportP* viewport = window->Viewport;
4898
0
    g.IO.MetricsRenderWindows++;
4899
0
    if (window->Flags & ImGuiWindowFlags_DockNodeHost)
4900
0
        window->DrawList->ChannelsMerge();
4901
0
    AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList);
4902
0
    for (int i = 0; i < window->DC.ChildWindows.Size; i++)
4903
0
    {
4904
0
        ImGuiWindow* child = window->DC.ChildWindows[i];
4905
0
        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
4906
0
            AddWindowToDrawData(child, layer);
4907
0
    }
4908
0
}
4909
4910
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
4911
0
{
4912
0
    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
4913
0
}
4914
4915
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
4916
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
4917
0
{
4918
0
    AddWindowToDrawData(window, GetWindowDisplayLayer(window));
4919
0
}
4920
4921
void ImDrawDataBuilder::FlattenIntoSingleLayer()
4922
0
{
4923
0
    int n = Layers[0].Size;
4924
0
    int size = n;
4925
0
    for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)
4926
0
        size += Layers[i].Size;
4927
0
    Layers[0].resize(size);
4928
0
    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)
4929
0
    {
4930
0
        ImVector<ImDrawList*>& layer = Layers[layer_n];
4931
0
        if (layer.empty())
4932
0
            continue;
4933
0
        memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
4934
0
        n += layer.Size;
4935
0
        layer.resize(0);
4936
0
    }
4937
0
}
4938
4939
static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*>* draw_lists)
4940
0
{
4941
    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
4942
    // and to allow applications/backends to easily skip rendering.
4943
    // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
4944
    // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
4945
    // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
4946
0
    const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_Minimized) != 0;
4947
4948
0
    ImGuiIO& io = ImGui::GetIO();
4949
0
    ImDrawData* draw_data = &viewport->DrawDataP;
4950
0
    viewport->DrawData = draw_data; // Make publicly accessible
4951
0
    draw_data->Valid = true;
4952
0
    draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
4953
0
    draw_data->CmdListsCount = draw_lists->Size;
4954
0
    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
4955
0
    draw_data->DisplayPos = viewport->Pos;
4956
0
    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
4957
0
    draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
4958
0
    draw_data->OwnerViewport = viewport;
4959
0
    for (int n = 0; n < draw_lists->Size; n++)
4960
0
    {
4961
0
        ImDrawList* draw_list = draw_lists->Data[n];
4962
0
        draw_list->_PopUnusedDrawCmd();
4963
0
        draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;
4964
0
        draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;
4965
0
    }
4966
0
}
4967
4968
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
4969
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
4970
//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
4971
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
4972
//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
4973
//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
4974
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
4975
0
{
4976
0
    ImGuiWindow* window = GetCurrentWindow();
4977
0
    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
4978
0
    window->ClipRect = window->DrawList->_ClipRectStack.back();
4979
0
}
4980
4981
void ImGui::PopClipRect()
4982
0
{
4983
0
    ImGuiWindow* window = GetCurrentWindow();
4984
0
    window->DrawList->PopClipRect();
4985
0
    window->ClipRect = window->DrawList->_ClipRectStack.back();
4986
0
}
4987
4988
static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
4989
0
{
4990
0
    for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
4991
0
        if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
4992
0
            return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
4993
0
    return window;
4994
0
}
4995
4996
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
4997
0
{
4998
0
    if ((col & IM_COL32_A_MASK) == 0)
4999
0
        return;
5000
5001
0
    ImGuiViewportP* viewport = window->Viewport;
5002
0
    ImRect viewport_rect = viewport->GetMainRect();
5003
5004
    // Draw behind window by moving the draw command at the FRONT of the draw list
5005
0
    {
5006
        // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows,
5007
        // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
5008
        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
5009
0
        ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
5010
0
        if (draw_list->CmdBuffer.Size == 0)
5011
0
            draw_list->AddDrawCmd();
5012
0
        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged
5013
0
        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
5014
0
        ImDrawCmd cmd = draw_list->CmdBuffer.back();
5015
0
        IM_ASSERT(cmd.ElemCount == 6);
5016
0
        draw_list->CmdBuffer.pop_back();
5017
0
        draw_list->CmdBuffer.push_front(cmd);
5018
0
        draw_list->PopClipRect();
5019
0
        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
5020
0
    }
5021
5022
    // Draw over sibling docking nodes in a same docking tree
5023
0
    if (window->RootWindow->DockIsActive)
5024
0
    {
5025
0
        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
5026
0
        if (draw_list->CmdBuffer.Size == 0)
5027
0
            draw_list->AddDrawCmd();
5028
0
        draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
5029
0
        RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
5030
0
        draw_list->PopClipRect();
5031
0
    }
5032
0
}
5033
5034
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
5035
0
{
5036
0
    ImGuiContext& g = *GImGui;
5037
0
    ImGuiWindow* bottom_most_visible_window = parent_window;
5038
0
    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
5039
0
    {
5040
0
        ImGuiWindow* window = g.Windows[i];
5041
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
5042
0
            continue;
5043
0
        if (!IsWindowWithinBeginStackOf(window, parent_window))
5044
0
            break;
5045
0
        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
5046
0
            bottom_most_visible_window = window;
5047
0
    }
5048
0
    return bottom_most_visible_window;
5049
0
}
5050
5051
static void ImGui::RenderDimmedBackgrounds()
5052
0
{
5053
0
    ImGuiContext& g = *GImGui;
5054
0
    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
5055
0
    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
5056
0
        return;
5057
0
    const bool dim_bg_for_modal = (modal_window != NULL);
5058
0
    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
5059
0
    if (!dim_bg_for_modal && !dim_bg_for_window_list)
5060
0
        return;
5061
5062
0
    ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
5063
0
    if (dim_bg_for_modal)
5064
0
    {
5065
        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
5066
0
        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
5067
0
        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
5068
0
        viewports_already_dimmed[0] = modal_window->Viewport;
5069
0
    }
5070
0
    else if (dim_bg_for_window_list)
5071
0
    {
5072
        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
5073
0
        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5074
0
        if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
5075
0
            RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5076
0
        viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
5077
0
        viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
5078
5079
        // Draw border around CTRL+Tab target window
5080
0
        ImGuiWindow* window = g.NavWindowingTargetAnim;
5081
0
        ImGuiViewport* viewport = window->Viewport;
5082
0
        float distance = g.FontSize;
5083
0
        ImRect bb = window->Rect();
5084
0
        bb.Expand(distance);
5085
0
        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
5086
0
            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
5087
0
        if (window->DrawList->CmdBuffer.Size == 0)
5088
0
            window->DrawList->AddDrawCmd();
5089
0
        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
5090
0
        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
5091
0
        window->DrawList->PopClipRect();
5092
0
    }
5093
5094
    // Draw dimming background on _other_ viewports than the ones our windows are in
5095
0
    for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
5096
0
    {
5097
0
        ImGuiViewportP* viewport = g.Viewports[viewport_n];
5098
0
        if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
5099
0
            continue;
5100
0
        if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
5101
0
            continue;
5102
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
5103
0
        const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
5104
0
        draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
5105
0
    }
5106
0
}
5107
5108
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
5109
void ImGui::EndFrame()
5110
0
{
5111
0
    ImGuiContext& g = *GImGui;
5112
0
    IM_ASSERT(g.Initialized);
5113
5114
    // Don't process EndFrame() multiple times.
5115
0
    if (g.FrameCountEnded == g.FrameCount)
5116
0
        return;
5117
0
    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
5118
5119
0
    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
5120
5121
0
    ErrorCheckEndFrameSanityChecks();
5122
5123
    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
5124
0
    ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
5125
0
    if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
5126
0
    {
5127
0
        ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
5128
0
        IMGUI_DEBUG_LOG_IO("Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
5129
0
        if (viewport == NULL)
5130
0
            viewport = GetMainViewport();
5131
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5132
        if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL)
5133
        {
5134
            viewport->PlatformHandleRaw = g.IO.ImeWindowHandle;
5135
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5136
            viewport->PlatformHandleRaw = NULL;
5137
        }
5138
        else
5139
#endif
5140
0
        {
5141
0
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5142
0
        }
5143
0
    }
5144
5145
    // Hide implicit/fallback "Debug" window if it hasn't been used
5146
0
    g.WithinFrameScopeWithImplicitWindow = false;
5147
0
    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
5148
0
        g.CurrentWindow->Active = false;
5149
0
    End();
5150
5151
    // Update navigation: CTRL+Tab, wrap-around requests
5152
0
    NavEndFrame();
5153
5154
    // Update docking
5155
0
    DockContextEndFrame(&g);
5156
5157
0
    SetCurrentViewport(NULL, NULL);
5158
5159
    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
5160
0
    if (g.DragDropActive)
5161
0
    {
5162
0
        bool is_delivered = g.DragDropPayload.Delivery;
5163
0
        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
5164
0
        if (is_delivered || is_elapsed)
5165
0
            ClearDragDrop();
5166
0
    }
5167
5168
    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
5169
0
    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
5170
0
    {
5171
0
        g.DragDropWithinSource = true;
5172
0
        SetTooltip("...");
5173
0
        g.DragDropWithinSource = false;
5174
0
    }
5175
5176
    // End frame
5177
0
    g.WithinFrameScope = false;
5178
0
    g.FrameCountEnded = g.FrameCount;
5179
5180
    // Initiate moving window + handle left-click and right-click focus
5181
0
    UpdateMouseMovingWindowEndFrame();
5182
5183
    // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
5184
0
    UpdateViewportsEndFrame();
5185
5186
    // Sort the window list so that all child windows are after their parent
5187
    // We cannot do that on FocusWindow() because children may not exist yet
5188
0
    g.WindowsTempSortBuffer.resize(0);
5189
0
    g.WindowsTempSortBuffer.reserve(g.Windows.Size);
5190
0
    for (int i = 0; i != g.Windows.Size; i++)
5191
0
    {
5192
0
        ImGuiWindow* window = g.Windows[i];
5193
0
        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
5194
0
            continue;
5195
0
        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
5196
0
    }
5197
5198
    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
5199
0
    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
5200
0
    g.Windows.swap(g.WindowsTempSortBuffer);
5201
0
    g.IO.MetricsActiveWindows = g.WindowsActiveCount;
5202
5203
    // Unlock font atlas
5204
0
    g.IO.Fonts->Locked = false;
5205
5206
    // Clear Input data for next frame
5207
0
    g.IO.AppFocusLost = false;
5208
0
    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
5209
0
    g.IO.InputQueueCharacters.resize(0);
5210
5211
0
    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
5212
0
}
5213
5214
// Prepare the data for rendering so you can call GetDrawData()
5215
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
5216
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
5217
void ImGui::Render()
5218
0
{
5219
0
    ImGuiContext& g = *GImGui;
5220
0
    IM_ASSERT(g.Initialized);
5221
5222
0
    if (g.FrameCountEnded != g.FrameCount)
5223
0
        EndFrame();
5224
0
    const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount);
5225
0
    g.FrameCountRendered = g.FrameCount;
5226
0
    g.IO.MetricsRenderWindows = 0;
5227
5228
0
    CallContextHooks(&g, ImGuiContextHookType_RenderPre);
5229
5230
    // Add background ImDrawList (for each active viewport)
5231
0
    for (int n = 0; n != g.Viewports.Size; n++)
5232
0
    {
5233
0
        ImGuiViewportP* viewport = g.Viewports[n];
5234
0
        viewport->DrawDataBuilder.Clear();
5235
0
        if (viewport->DrawLists[0] != NULL)
5236
0
            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
5237
0
    }
5238
5239
    // Add ImDrawList to render
5240
0
    ImGuiWindow* windows_to_render_top_most[2];
5241
0
    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
5242
0
    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
5243
0
    for (int n = 0; n != g.Windows.Size; n++)
5244
0
    {
5245
0
        ImGuiWindow* window = g.Windows[n];
5246
0
        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
5247
0
        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
5248
0
            AddRootWindowToDrawData(window);
5249
0
    }
5250
0
    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
5251
0
        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
5252
0
            AddRootWindowToDrawData(windows_to_render_top_most[n]);
5253
5254
    // Draw modal/window whitening backgrounds
5255
0
    if (first_render_of_frame)
5256
0
        RenderDimmedBackgrounds();
5257
5258
    // Draw software mouse cursor if requested by io.MouseDrawCursor flag
5259
0
    if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None)
5260
0
        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
5261
5262
    // Setup ImDrawData structures for end-user
5263
0
    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
5264
0
    for (int n = 0; n < g.Viewports.Size; n++)
5265
0
    {
5266
0
        ImGuiViewportP* viewport = g.Viewports[n];
5267
0
        viewport->DrawDataBuilder.FlattenIntoSingleLayer();
5268
5269
        // Add foreground ImDrawList (for each active viewport)
5270
0
        if (viewport->DrawLists[1] != NULL)
5271
0
            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
5272
5273
0
        SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);
5274
0
        ImDrawData* draw_data = viewport->DrawData;
5275
0
        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
5276
0
        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
5277
0
    }
5278
5279
0
    CallContextHooks(&g, ImGuiContextHookType_RenderPost);
5280
0
}
5281
5282
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
5283
// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
5284
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
5285
0
{
5286
0
    ImGuiContext& g = *GImGui;
5287
5288
0
    const char* text_display_end;
5289
0
    if (hide_text_after_double_hash)
5290
0
        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
5291
0
    else
5292
0
        text_display_end = text_end;
5293
5294
0
    ImFont* font = g.Font;
5295
0
    const float font_size = g.FontSize;
5296
0
    if (text == text_display_end)
5297
0
        return ImVec2(0.0f, font_size);
5298
0
    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
5299
5300
    // Round
5301
    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
5302
    // FIXME: Investigate using ceilf or e.g.
5303
    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
5304
    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
5305
0
    text_size.x = IM_FLOOR(text_size.x + 0.99999f);
5306
5307
0
    return text_size;
5308
0
}
5309
5310
// Find window given position, search front-to-back
5311
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
5312
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
5313
// called, aka before the next Begin(). Moving window isn't affected.
5314
static void FindHoveredWindow()
5315
0
{
5316
0
    ImGuiContext& g = *GImGui;
5317
5318
    // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
5319
0
    ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
5320
0
    if (g.MovingWindow)
5321
0
        g.MovingWindow->Viewport = g.MouseViewport;
5322
5323
0
    ImGuiWindow* hovered_window = NULL;
5324
0
    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
5325
0
    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
5326
0
        hovered_window = g.MovingWindow;
5327
5328
0
    ImVec2 padding_regular = g.Style.TouchExtraPadding;
5329
0
    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
5330
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
5331
0
    {
5332
0
        ImGuiWindow* window = g.Windows[i];
5333
0
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5334
0
        if (!window->Active || window->Hidden)
5335
0
            continue;
5336
0
        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
5337
0
            continue;
5338
0
        IM_ASSERT(window->Viewport);
5339
0
        if (window->Viewport != g.MouseViewport)
5340
0
            continue;
5341
5342
        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
5343
0
        ImRect bb(window->OuterRectClipped);
5344
0
        if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize))
5345
0
            bb.Expand(padding_regular);
5346
0
        else
5347
0
            bb.Expand(padding_for_resize);
5348
0
        if (!bb.Contains(g.IO.MousePos))
5349
0
            continue;
5350
5351
        // Support for one rectangular hole in any given window
5352
        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
5353
0
        if (window->HitTestHoleSize.x != 0)
5354
0
        {
5355
0
            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
5356
0
            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
5357
0
            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
5358
0
                continue;
5359
0
        }
5360
5361
0
        if (hovered_window == NULL)
5362
0
            hovered_window = window;
5363
0
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5364
0
        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
5365
0
            hovered_window_ignoring_moving_window = window;
5366
0
        if (hovered_window && hovered_window_ignoring_moving_window)
5367
0
            break;
5368
0
    }
5369
5370
0
    g.HoveredWindow = hovered_window;
5371
0
    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
5372
5373
0
    if (g.MovingWindow)
5374
0
        g.MovingWindow->Viewport = moving_window_viewport;
5375
0
}
5376
5377
bool ImGui::IsItemActive()
5378
0
{
5379
0
    ImGuiContext& g = *GImGui;
5380
0
    if (g.ActiveId)
5381
0
        return g.ActiveId == g.LastItemData.ID;
5382
0
    return false;
5383
0
}
5384
5385
bool ImGui::IsItemActivated()
5386
0
{
5387
0
    ImGuiContext& g = *GImGui;
5388
0
    if (g.ActiveId)
5389
0
        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
5390
0
            return true;
5391
0
    return false;
5392
0
}
5393
5394
bool ImGui::IsItemDeactivated()
5395
0
{
5396
0
    ImGuiContext& g = *GImGui;
5397
0
    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
5398
0
        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
5399
0
    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
5400
0
}
5401
5402
bool ImGui::IsItemDeactivatedAfterEdit()
5403
0
{
5404
0
    ImGuiContext& g = *GImGui;
5405
0
    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
5406
0
}
5407
5408
// == GetItemID() == GetFocusID()
5409
bool ImGui::IsItemFocused()
5410
0
{
5411
0
    ImGuiContext& g = *GImGui;
5412
0
    if (g.NavId != g.LastItemData.ID || g.NavId == 0)
5413
0
        return false;
5414
5415
    // Special handling for the dummy item after Begin() which represent the title bar or tab.
5416
    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
5417
0
    ImGuiWindow* window = g.CurrentWindow;
5418
0
    if (g.LastItemData.ID == window->ID && window->WriteAccessed)
5419
0
        return false;
5420
5421
0
    return true;
5422
0
}
5423
5424
// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
5425
// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
5426
bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
5427
0
{
5428
0
    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
5429
0
}
5430
5431
bool ImGui::IsItemToggledOpen()
5432
0
{
5433
0
    ImGuiContext& g = *GImGui;
5434
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
5435
0
}
5436
5437
bool ImGui::IsItemToggledSelection()
5438
0
{
5439
0
    ImGuiContext& g = *GImGui;
5440
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
5441
0
}
5442
5443
bool ImGui::IsAnyItemHovered()
5444
0
{
5445
0
    ImGuiContext& g = *GImGui;
5446
0
    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
5447
0
}
5448
5449
bool ImGui::IsAnyItemActive()
5450
0
{
5451
0
    ImGuiContext& g = *GImGui;
5452
0
    return g.ActiveId != 0;
5453
0
}
5454
5455
bool ImGui::IsAnyItemFocused()
5456
0
{
5457
0
    ImGuiContext& g = *GImGui;
5458
0
    return g.NavId != 0 && !g.NavDisableHighlight;
5459
0
}
5460
5461
bool ImGui::IsItemVisible()
5462
0
{
5463
0
    ImGuiContext& g = *GImGui;
5464
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
5465
0
}
5466
5467
bool ImGui::IsItemEdited()
5468
0
{
5469
0
    ImGuiContext& g = *GImGui;
5470
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
5471
0
}
5472
5473
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
5474
// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework.
5475
void ImGui::SetItemAllowOverlap()
5476
0
{
5477
0
    ImGuiContext& g = *GImGui;
5478
0
    ImGuiID id = g.LastItemData.ID;
5479
0
    if (g.HoveredId == id)
5480
0
        g.HoveredIdAllowOverlap = true;
5481
0
    if (g.ActiveId == id)
5482
0
        g.ActiveIdAllowOverlap = true;
5483
0
}
5484
5485
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
5486
void ImGui::SetActiveIdUsingAllKeyboardKeys()
5487
0
{
5488
0
    ImGuiContext& g = *GImGui;
5489
0
    IM_ASSERT(g.ActiveId != 0);
5490
0
    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
5491
0
    g.ActiveIdUsingAllKeyboardKeys = true;
5492
0
    NavMoveRequestCancel();
5493
0
}
5494
5495
ImGuiID ImGui::GetItemID()
5496
0
{
5497
0
    ImGuiContext& g = *GImGui;
5498
0
    return g.LastItemData.ID;
5499
0
}
5500
5501
ImVec2 ImGui::GetItemRectMin()
5502
0
{
5503
0
    ImGuiContext& g = *GImGui;
5504
0
    return g.LastItemData.Rect.Min;
5505
0
}
5506
5507
ImVec2 ImGui::GetItemRectMax()
5508
0
{
5509
0
    ImGuiContext& g = *GImGui;
5510
0
    return g.LastItemData.Rect.Max;
5511
0
}
5512
5513
ImVec2 ImGui::GetItemRectSize()
5514
0
{
5515
0
    ImGuiContext& g = *GImGui;
5516
0
    return g.LastItemData.Rect.GetSize();
5517
0
}
5518
5519
bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)
5520
0
{
5521
0
    ImGuiContext& g = *GImGui;
5522
0
    ImGuiWindow* parent_window = g.CurrentWindow;
5523
5524
0
    flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoDocking;
5525
0
    flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove);  // Inherit the NoMove flag
5526
5527
    // Size
5528
0
    const ImVec2 content_avail = GetContentRegionAvail();
5529
0
    ImVec2 size = ImFloor(size_arg);
5530
0
    const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
5531
0
    if (size.x <= 0.0f)
5532
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues)
5533
0
    if (size.y <= 0.0f)
5534
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
5535
0
    SetNextWindowSize(size);
5536
5537
    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
5538
0
    const char* temp_window_name;
5539
0
    if (name)
5540
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
5541
0
    else
5542
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
5543
5544
0
    const float backup_border_size = g.Style.ChildBorderSize;
5545
0
    if (!border)
5546
0
        g.Style.ChildBorderSize = 0.0f;
5547
0
    bool ret = Begin(temp_window_name, NULL, flags);
5548
0
    g.Style.ChildBorderSize = backup_border_size;
5549
5550
0
    ImGuiWindow* child_window = g.CurrentWindow;
5551
0
    child_window->ChildId = id;
5552
0
    child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;
5553
5554
    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
5555
    // While this is not really documented/defined, it seems that the expected thing to do.
5556
0
    if (child_window->BeginCount == 1)
5557
0
        parent_window->DC.CursorPos = child_window->Pos;
5558
5559
    // Process navigation-in immediately so NavInit can run on first frame
5560
0
    if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll))
5561
0
    {
5562
0
        FocusWindow(child_window);
5563
0
        NavInitWindow(child_window, false);
5564
0
        SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
5565
0
        g.ActiveIdSource = g.NavInputSource;
5566
0
    }
5567
0
    return ret;
5568
0
}
5569
5570
bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5571
0
{
5572
0
    ImGuiWindow* window = GetCurrentWindow();
5573
0
    return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);
5574
0
}
5575
5576
bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5577
0
{
5578
0
    IM_ASSERT(id != 0);
5579
0
    return BeginChildEx(NULL, id, size_arg, border, extra_flags);
5580
0
}
5581
5582
void ImGui::EndChild()
5583
0
{
5584
0
    ImGuiContext& g = *GImGui;
5585
0
    ImGuiWindow* window = g.CurrentWindow;
5586
5587
0
    IM_ASSERT(g.WithinEndChild == false);
5588
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
5589
5590
0
    g.WithinEndChild = true;
5591
0
    if (window->BeginCount > 1)
5592
0
    {
5593
0
        End();
5594
0
    }
5595
0
    else
5596
0
    {
5597
0
        ImVec2 sz = window->Size;
5598
0
        if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f
5599
0
            sz.x = ImMax(4.0f, sz.x);
5600
0
        if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))
5601
0
            sz.y = ImMax(4.0f, sz.y);
5602
0
        End();
5603
5604
0
        ImGuiWindow* parent_window = g.CurrentWindow;
5605
0
        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
5606
0
        ItemSize(sz);
5607
0
        if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
5608
0
        {
5609
0
            ItemAdd(bb, window->ChildId);
5610
0
            RenderNavHighlight(bb, window->ChildId);
5611
5612
            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
5613
0
            if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)
5614
0
                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
5615
0
        }
5616
0
        else
5617
0
        {
5618
            // Not navigable into
5619
0
            ItemAdd(bb, 0);
5620
0
        }
5621
0
        if (g.HoveredWindow == window)
5622
0
            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
5623
0
    }
5624
0
    g.WithinEndChild = false;
5625
0
    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
5626
0
}
5627
5628
// Helper to create a child window / scrolling region that looks like a normal widget frame.
5629
bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)
5630
0
{
5631
0
    ImGuiContext& g = *GImGui;
5632
0
    const ImGuiStyle& style = g.Style;
5633
0
    PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
5634
0
    PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
5635
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
5636
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
5637
0
    bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);
5638
0
    PopStyleVar(3);
5639
0
    PopStyleColor();
5640
0
    return ret;
5641
0
}
5642
5643
void ImGui::EndChildFrame()
5644
0
{
5645
0
    EndChild();
5646
0
}
5647
5648
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
5649
0
{
5650
0
    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
5651
0
    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
5652
0
    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
5653
0
    window->SetWindowDockAllowFlags      = enabled ? (window->SetWindowDockAllowFlags      | flags) : (window->SetWindowDockAllowFlags      & ~flags);
5654
0
}
5655
5656
ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
5657
0
{
5658
0
    ImGuiContext& g = *GImGui;
5659
0
    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
5660
0
}
5661
5662
ImGuiWindow* ImGui::FindWindowByName(const char* name)
5663
0
{
5664
0
    ImGuiID id = ImHashStr(name);
5665
0
    return FindWindowByID(id);
5666
0
}
5667
5668
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5669
0
{
5670
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5671
0
    window->ViewportPos = main_viewport->Pos;
5672
0
    if (settings->ViewportId)
5673
0
    {
5674
0
        window->ViewportId = settings->ViewportId;
5675
0
        window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
5676
0
    }
5677
0
    window->Pos = ImFloor(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
5678
0
    if (settings->Size.x > 0 && settings->Size.y > 0)
5679
0
        window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));
5680
0
    window->Collapsed = settings->Collapsed;
5681
0
    window->DockId = settings->DockId;
5682
0
    window->DockOrder = settings->DockOrder;
5683
0
}
5684
5685
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
5686
0
{
5687
0
    ImGuiContext& g = *GImGui;
5688
5689
0
    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
5690
0
    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
5691
0
    if ((just_created || child_flag_changed) && !new_is_explicit_child)
5692
0
    {
5693
0
        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
5694
0
        g.WindowsFocusOrder.push_back(window);
5695
0
        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
5696
0
    }
5697
0
    else if (!just_created && child_flag_changed && new_is_explicit_child)
5698
0
    {
5699
0
        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
5700
0
        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
5701
0
            g.WindowsFocusOrder[n]->FocusOrder--;
5702
0
        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
5703
0
        window->FocusOrder = -1;
5704
0
    }
5705
0
    window->IsExplicitChild = new_is_explicit_child;
5706
0
}
5707
5708
static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5709
0
{
5710
    // Initial window state with e.g. default/arbitrary window position
5711
    // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
5712
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5713
0
    window->Pos = main_viewport->Pos + ImVec2(60, 60);
5714
0
    window->ViewportPos = main_viewport->Pos;
5715
0
    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
5716
5717
0
    if (settings != NULL)
5718
0
    {
5719
0
        SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
5720
0
        ApplyWindowSettings(window, settings);
5721
0
    }
5722
0
    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
5723
5724
0
    if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
5725
0
    {
5726
0
        window->AutoFitFramesX = window->AutoFitFramesY = 2;
5727
0
        window->AutoFitOnlyGrows = false;
5728
0
    }
5729
0
    else
5730
0
    {
5731
0
        if (window->Size.x <= 0.0f)
5732
0
            window->AutoFitFramesX = 2;
5733
0
        if (window->Size.y <= 0.0f)
5734
0
            window->AutoFitFramesY = 2;
5735
0
        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
5736
0
    }
5737
0
}
5738
5739
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
5740
0
{
5741
    // Create window the first time
5742
    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
5743
0
    ImGuiContext& g = *GImGui;
5744
0
    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
5745
0
    window->Flags = flags;
5746
0
    g.WindowsById.SetVoidPtr(window->ID, window);
5747
5748
0
    ImGuiWindowSettings* settings = NULL;
5749
0
    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
5750
0
        if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)
5751
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
5752
5753
0
    InitOrLoadWindowSettings(window, settings);
5754
5755
0
    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
5756
0
        g.Windows.push_front(window); // Quite slow but rare and only once
5757
0
    else
5758
0
        g.Windows.push_back(window);
5759
5760
0
    return window;
5761
0
}
5762
5763
static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
5764
0
{
5765
0
    return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
5766
0
}
5767
5768
static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
5769
0
{
5770
0
    return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
5771
0
}
5772
5773
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
5774
0
{
5775
0
    ImGuiContext& g = *GImGui;
5776
0
    ImVec2 new_size = size_desired;
5777
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
5778
0
    {
5779
        // Using -1,-1 on either X/Y axis to preserve the current size.
5780
0
        ImRect cr = g.NextWindowData.SizeConstraintRect;
5781
0
        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
5782
0
        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
5783
0
        if (g.NextWindowData.SizeCallback)
5784
0
        {
5785
0
            ImGuiSizeCallbackData data;
5786
0
            data.UserData = g.NextWindowData.SizeCallbackUserData;
5787
0
            data.Pos = window->Pos;
5788
0
            data.CurrentSize = window->SizeFull;
5789
0
            data.DesiredSize = new_size;
5790
0
            g.NextWindowData.SizeCallback(&data);
5791
0
            new_size = data.DesiredSize;
5792
0
        }
5793
0
        new_size.x = IM_FLOOR(new_size.x);
5794
0
        new_size.y = IM_FLOOR(new_size.y);
5795
0
    }
5796
5797
    // Minimum size
5798
0
    if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
5799
0
    {
5800
0
        ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
5801
0
        new_size = ImMax(new_size, g.Style.WindowMinSize);
5802
0
        const float minimum_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f);
5803
0
        new_size.y = ImMax(new_size.y, minimum_height); // Reduce artifacts with very small windows
5804
0
    }
5805
0
    return new_size;
5806
0
}
5807
5808
static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
5809
0
{
5810
0
    bool preserve_old_content_sizes = false;
5811
0
    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
5812
0
        preserve_old_content_sizes = true;
5813
0
    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
5814
0
        preserve_old_content_sizes = true;
5815
0
    if (preserve_old_content_sizes)
5816
0
    {
5817
0
        *content_size_current = window->ContentSize;
5818
0
        *content_size_ideal = window->ContentSizeIdeal;
5819
0
        return;
5820
0
    }
5821
5822
0
    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
5823
0
    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
5824
0
    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
5825
0
    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
5826
0
}
5827
5828
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
5829
0
{
5830
0
    ImGuiContext& g = *GImGui;
5831
0
    ImGuiStyle& style = g.Style;
5832
0
    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
5833
0
    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
5834
0
    ImVec2 size_pad = window->WindowPadding * 2.0f;
5835
0
    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
5836
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
5837
0
    {
5838
        // Tooltip always resize
5839
0
        return size_desired;
5840
0
    }
5841
0
    else
5842
0
    {
5843
        // Maximum window size is determined by the viewport size or monitor size
5844
0
        const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
5845
0
        const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
5846
0
        ImVec2 size_min = style.WindowMinSize;
5847
0
        if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
5848
0
            size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
5849
5850
0
        ImVec2 avail_size = window->Viewport->WorkSize;
5851
0
        if (window->ViewportOwned)
5852
0
            avail_size = ImVec2(FLT_MAX, FLT_MAX);
5853
0
        const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
5854
0
        if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
5855
0
            avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize;
5856
0
        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));
5857
5858
        // When the window cannot fit all contents (either because of constraints, either because screen is too small),
5859
        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
5860
0
        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
5861
0
        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x  && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
5862
0
        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
5863
0
        if (will_have_scrollbar_x)
5864
0
            size_auto_fit.y += style.ScrollbarSize;
5865
0
        if (will_have_scrollbar_y)
5866
0
            size_auto_fit.x += style.ScrollbarSize;
5867
0
        return size_auto_fit;
5868
0
    }
5869
0
}
5870
5871
ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
5872
0
{
5873
0
    ImVec2 size_contents_current;
5874
0
    ImVec2 size_contents_ideal;
5875
0
    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
5876
0
    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
5877
0
    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
5878
0
    return size_final;
5879
0
}
5880
5881
static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
5882
0
{
5883
0
    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
5884
0
        return ImGuiCol_PopupBg;
5885
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
5886
0
        return ImGuiCol_ChildBg;
5887
0
    return ImGuiCol_WindowBg;
5888
0
}
5889
5890
static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
5891
0
{
5892
0
    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
5893
0
    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
5894
0
    ImVec2 size_expected = pos_max - pos_min;
5895
0
    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
5896
0
    *out_pos = pos_min;
5897
0
    if (corner_norm.x == 0.0f)
5898
0
        out_pos->x -= (size_constrained.x - size_expected.x);
5899
0
    if (corner_norm.y == 0.0f)
5900
0
        out_pos->y -= (size_constrained.y - size_expected.y);
5901
0
    *out_size = size_constrained;
5902
0
}
5903
5904
// Data for resizing from corner
5905
struct ImGuiResizeGripDef
5906
{
5907
    ImVec2  CornerPosN;
5908
    ImVec2  InnerDir;
5909
    int     AngleMin12, AngleMax12;
5910
};
5911
static const ImGuiResizeGripDef resize_grip_def[4] =
5912
{
5913
    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right
5914
    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left
5915
    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)
5916
    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)
5917
};
5918
5919
// Data for resizing from borders
5920
struct ImGuiResizeBorderDef
5921
{
5922
    ImVec2 InnerDir;
5923
    ImVec2 SegmentN1, SegmentN2;
5924
    float  OuterAngle;
5925
};
5926
static const ImGuiResizeBorderDef resize_border_def[4] =
5927
{
5928
    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
5929
    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
5930
    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
5931
    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down
5932
};
5933
5934
static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
5935
0
{
5936
0
    ImRect rect = window->Rect();
5937
0
    if (thickness == 0.0f)
5938
0
        rect.Max -= ImVec2(1, 1);
5939
0
    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }
5940
0
    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }
5941
0
    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }
5942
0
    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }
5943
0
    IM_ASSERT(0);
5944
0
    return ImRect();
5945
0
}
5946
5947
// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
5948
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
5949
0
{
5950
0
    IM_ASSERT(n >= 0 && n < 4);
5951
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
5952
0
    id = ImHashStr("#RESIZE", 0, id);
5953
0
    id = ImHashData(&n, sizeof(int), id);
5954
0
    return id;
5955
0
}
5956
5957
// Borders (Left, Right, Up, Down)
5958
ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
5959
0
{
5960
0
    IM_ASSERT(dir >= 0 && dir < 4);
5961
0
    int n = (int)dir + 4;
5962
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
5963
0
    id = ImHashStr("#RESIZE", 0, id);
5964
0
    id = ImHashData(&n, sizeof(int), id);
5965
0
    return id;
5966
0
}
5967
5968
// Handle resize for: Resize Grips, Borders, Gamepad
5969
// Return true when using auto-fit (double-click on resize grip)
5970
static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
5971
0
{
5972
0
    ImGuiContext& g = *GImGui;
5973
0
    ImGuiWindowFlags flags = window->Flags;
5974
5975
0
    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
5976
0
        return false;
5977
0
    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
5978
0
        return false;
5979
5980
0
    bool ret_auto_fit = false;
5981
0
    const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
5982
0
    const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
5983
0
    const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);
5984
0
    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
5985
5986
0
    ImVec2 pos_target(FLT_MAX, FLT_MAX);
5987
0
    ImVec2 size_target(FLT_MAX, FLT_MAX);
5988
5989
    // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
5990
    // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
5991
    //   This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
5992
    // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
5993
    // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
5994
    // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
5995
0
    const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
5996
0
    if (clip_with_viewport_rect)
5997
0
        window->ClipRect = window->Viewport->GetMainRect();
5998
5999
    // Resize grips and borders are on layer 1
6000
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6001
6002
    // Manual resize grips
6003
0
    PushID("#RESIZE");
6004
0
    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6005
0
    {
6006
0
        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
6007
0
        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
6008
6009
        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
6010
0
        bool hovered, held;
6011
0
        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
6012
0
        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
6013
0
        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
6014
0
        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
6015
0
        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
6016
0
        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6017
        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
6018
0
        if (hovered || held)
6019
0
            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
6020
6021
0
        if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0)
6022
0
        {
6023
            // Manual auto-fit when double-clicking
6024
0
            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6025
0
            ret_auto_fit = true;
6026
0
            ClearActiveID();
6027
0
        }
6028
0
        else if (held)
6029
0
        {
6030
            // Resize from any of the four corners
6031
            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
6032
0
            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX);
6033
0
            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX);
6034
0
            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
6035
0
            corner_target = ImClamp(corner_target, clamp_min, clamp_max);
6036
0
            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
6037
0
        }
6038
6039
        // Only lower-left grip is visible before hovering/activating
6040
0
        if (resize_grip_n == 0 || held || hovered)
6041
0
            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
6042
0
    }
6043
0
    for (int border_n = 0; border_n < resize_border_count; border_n++)
6044
0
    {
6045
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6046
0
        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
6047
6048
0
        bool hovered, held;
6049
0
        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6050
0
        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
6051
0
        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
6052
0
        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6053
        //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
6054
0
        if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
6055
0
        {
6056
0
            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
6057
0
            if (held)
6058
0
                *border_held = border_n;
6059
0
        }
6060
0
        if (held)
6061
0
        {
6062
0
            ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX);
6063
0
            ImVec2 clamp_max(border_n == ImGuiDir_Left  ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up   ? visibility_rect.Max.y : +FLT_MAX);
6064
0
            ImVec2 border_target = window->Pos;
6065
0
            border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING;
6066
0
            border_target = ImClamp(border_target, clamp_min, clamp_max);
6067
0
            CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
6068
0
        }
6069
0
    }
6070
0
    PopID();
6071
6072
    // Restore nav layer
6073
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6074
6075
    // Navigation resize (keyboard/gamepad)
6076
    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
6077
    // Not even sure the callback works here.
6078
0
    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
6079
0
    {
6080
0
        ImVec2 nav_resize_dir;
6081
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
6082
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
6083
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
6084
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
6085
0
        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
6086
0
        {
6087
0
            const float NAV_RESIZE_SPEED = 600.0f;
6088
0
            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
6089
0
            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
6090
0
            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, visibility_rect.Min - window->Pos - window->Size); // We need Pos+Size >= visibility_rect.Min, so Size >= visibility_rect.Min - Pos, so size_delta >= visibility_rect.Min - window->Pos - window->Size
6091
0
            g.NavWindowingToggleLayer = false;
6092
0
            g.NavDisableMouseHover = true;
6093
0
            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
6094
0
            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaSize);
6095
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
6096
0
            {
6097
                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
6098
0
                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
6099
0
                g.NavWindowingAccumDeltaSize -= accum_floored;
6100
0
            }
6101
0
        }
6102
0
    }
6103
6104
    // Apply back modified position/size to window
6105
0
    if (size_target.x != FLT_MAX)
6106
0
    {
6107
0
        window->SizeFull = size_target;
6108
0
        MarkIniSettingsDirty(window);
6109
0
    }
6110
0
    if (pos_target.x != FLT_MAX)
6111
0
    {
6112
0
        window->Pos = ImFloor(pos_target);
6113
0
        MarkIniSettingsDirty(window);
6114
0
    }
6115
6116
0
    window->Size = window->SizeFull;
6117
0
    return ret_auto_fit;
6118
0
}
6119
6120
static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
6121
0
{
6122
0
    ImGuiContext& g = *GImGui;
6123
0
    ImVec2 size_for_clamping = window->Size;
6124
0
    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost))
6125
0
        size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
6126
0
    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
6127
0
}
6128
6129
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
6130
0
{
6131
0
    ImGuiContext& g = *GImGui;
6132
0
    float rounding = window->WindowRounding;
6133
0
    float border_size = window->WindowBorderSize;
6134
0
    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
6135
0
        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
6136
6137
0
    int border_held = window->ResizeBorderHeld;
6138
0
    if (border_held != -1)
6139
0
    {
6140
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_held];
6141
0
        ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);
6142
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
6143
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
6144
0
        window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual
6145
0
    }
6146
0
    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6147
0
    {
6148
0
        float y = window->Pos.y + window->TitleBarHeight() - 1;
6149
0
        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
6150
0
    }
6151
0
}
6152
6153
// Draw background and borders
6154
// Draw and handle scrollbars
6155
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
6156
0
{
6157
0
    ImGuiContext& g = *GImGui;
6158
0
    ImGuiStyle& style = g.Style;
6159
0
    ImGuiWindowFlags flags = window->Flags;
6160
6161
    // Ensure that ScrollBar doesn't read last frame's SkipItems
6162
0
    IM_ASSERT(window->BeginCount == 0);
6163
0
    window->SkipItems = false;
6164
6165
    // Draw window + handle manual resize
6166
    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
6167
0
    const float window_rounding = window->WindowRounding;
6168
0
    const float window_border_size = window->WindowBorderSize;
6169
0
    if (window->Collapsed)
6170
0
    {
6171
        // Title bar only
6172
0
        const float backup_border_size = style.FrameBorderSize;
6173
0
        g.Style.FrameBorderSize = window->WindowBorderSize;
6174
0
        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
6175
0
        if (window->ViewportOwned)
6176
0
            title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse)
6177
0
        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
6178
0
        g.Style.FrameBorderSize = backup_border_size;
6179
0
    }
6180
0
    else
6181
0
    {
6182
        // Window background
6183
0
        if (!(flags & ImGuiWindowFlags_NoBackground))
6184
0
        {
6185
0
            bool is_docking_transparent_payload = false;
6186
0
            if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
6187
0
                if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
6188
0
                    is_docking_transparent_payload = true;
6189
6190
0
            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
6191
0
            if (window->ViewportOwned)
6192
0
            {
6193
0
                bg_col |= IM_COL32_A_MASK; // No alpha
6194
0
                if (is_docking_transparent_payload)
6195
0
                    window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
6196
0
            }
6197
0
            else
6198
0
            {
6199
                // Adjust alpha. For docking
6200
0
                bool override_alpha = false;
6201
0
                float alpha = 1.0f;
6202
0
                if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
6203
0
                {
6204
0
                    alpha = g.NextWindowData.BgAlphaVal;
6205
0
                    override_alpha = true;
6206
0
                }
6207
0
                if (is_docking_transparent_payload)
6208
0
                {
6209
0
                    alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
6210
0
                    override_alpha = true;
6211
0
                }
6212
0
                if (override_alpha)
6213
0
                    bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
6214
0
            }
6215
6216
            // Render, for docked windows and host windows we ensure bg goes before decorations
6217
0
            if (window->DockIsActive)
6218
0
                window->DockNode->LastBgColor = bg_col;
6219
0
            ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
6220
0
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6221
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
6222
0
            bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
6223
0
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6224
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
6225
0
        }
6226
0
        if (window->DockIsActive)
6227
0
            window->DockNode->IsBgDrawnThisFrame = true;
6228
6229
        // Title bar
6230
        // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
6231
        // in order for their pos/size to be matching their undocking state.)
6232
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6233
0
        {
6234
0
            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
6235
0
            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
6236
0
        }
6237
6238
        // Menu bar
6239
0
        if (flags & ImGuiWindowFlags_MenuBar)
6240
0
        {
6241
0
            ImRect menu_bar_rect = window->MenuBarRect();
6242
0
            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
6243
0
            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
6244
0
            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
6245
0
                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
6246
0
        }
6247
6248
        // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
6249
0
        ImGuiDockNode* node = window->DockNode;
6250
0
        if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
6251
0
        {
6252
0
            float unhide_sz_draw = ImFloor(g.FontSize * 0.70f);
6253
0
            float unhide_sz_hit = ImFloor(g.FontSize * 0.55f);
6254
0
            ImVec2 p = node->Pos;
6255
0
            ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
6256
0
            ImGuiID unhide_id = window->GetID("#UNHIDE");
6257
0
            KeepAliveID(unhide_id);
6258
0
            bool hovered, held;
6259
0
            if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
6260
0
                node->WantHiddenTabBarToggle = true;
6261
0
            else if (held && IsMouseDragging(0))
6262
0
                StartMouseMovingWindowOrNode(window, node, true);
6263
6264
            // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
6265
0
            ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
6266
0
            window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
6267
0
        }
6268
6269
        // Scrollbars
6270
0
        if (window->ScrollbarX)
6271
0
            Scrollbar(ImGuiAxis_X);
6272
0
        if (window->ScrollbarY)
6273
0
            Scrollbar(ImGuiAxis_Y);
6274
6275
        // Render resize grips (after their input handling so we don't have a frame of latency)
6276
0
        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
6277
0
        {
6278
0
            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6279
0
            {
6280
0
                const ImU32 col = resize_grip_col[resize_grip_n];
6281
0
                if ((col & IM_COL32_A_MASK) == 0)
6282
0
                    continue;
6283
0
                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
6284
0
                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
6285
0
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
6286
0
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
6287
0
                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
6288
0
                window->DrawList->PathFillConvex(col);
6289
0
            }
6290
0
        }
6291
6292
        // Borders (for dock node host they will be rendered over after the tab bar)
6293
0
        if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
6294
0
            RenderWindowOuterBorders(window);
6295
0
    }
6296
0
}
6297
6298
// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
6299
// Render title text, collapse button, close button
6300
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
6301
0
{
6302
0
    ImGuiContext& g = *GImGui;
6303
0
    ImGuiStyle& style = g.Style;
6304
0
    ImGuiWindowFlags flags = window->Flags;
6305
6306
0
    const bool has_close_button = (p_open != NULL);
6307
0
    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
6308
6309
    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
6310
    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
6311
0
    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
6312
0
    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
6313
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6314
6315
    // Layout buttons
6316
    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
6317
0
    float pad_l = style.FramePadding.x;
6318
0
    float pad_r = style.FramePadding.x;
6319
0
    float button_sz = g.FontSize;
6320
0
    ImVec2 close_button_pos;
6321
0
    ImVec2 collapse_button_pos;
6322
0
    if (has_close_button)
6323
0
    {
6324
0
        pad_r += button_sz;
6325
0
        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
6326
0
    }
6327
0
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
6328
0
    {
6329
0
        pad_r += button_sz;
6330
0
        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
6331
0
    }
6332
0
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
6333
0
    {
6334
0
        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y);
6335
0
        pad_l += button_sz;
6336
0
    }
6337
6338
    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
6339
0
    if (has_collapse_button)
6340
0
        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
6341
0
            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
6342
6343
    // Close button
6344
0
    if (has_close_button)
6345
0
        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
6346
0
            *p_open = false;
6347
6348
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6349
0
    g.CurrentItemFlags = item_flags_backup;
6350
6351
    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
6352
    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
6353
0
    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
6354
0
    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
6355
6356
    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
6357
    // while uncentered title text will still reach edges correctly.
6358
0
    if (pad_l > style.FramePadding.x)
6359
0
        pad_l += g.Style.ItemInnerSpacing.x;
6360
0
    if (pad_r > style.FramePadding.x)
6361
0
        pad_r += g.Style.ItemInnerSpacing.x;
6362
0
    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
6363
0
    {
6364
0
        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
6365
0
        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
6366
0
        pad_l = ImMax(pad_l, pad_extend * centerness);
6367
0
        pad_r = ImMax(pad_r, pad_extend * centerness);
6368
0
    }
6369
6370
0
    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
6371
0
    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
6372
0
    if (flags & ImGuiWindowFlags_UnsavedDocument)
6373
0
    {
6374
0
        ImVec2 marker_pos;
6375
0
        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
6376
0
        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
6377
0
        if (marker_pos.x > layout_r.Min.x)
6378
0
        {
6379
0
            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
6380
0
            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
6381
0
        }
6382
0
    }
6383
    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6384
    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6385
0
    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
6386
0
}
6387
6388
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
6389
0
{
6390
0
    window->ParentWindow = parent_window;
6391
0
    window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
6392
0
    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
6393
0
    {
6394
0
        window->RootWindowDockTree = parent_window->RootWindowDockTree;
6395
0
        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
6396
0
            window->RootWindow = parent_window->RootWindow;
6397
0
    }
6398
0
    if (parent_window && (flags & ImGuiWindowFlags_Popup))
6399
0
        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
6400
0
    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
6401
0
        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
6402
0
    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
6403
0
    {
6404
0
        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
6405
0
        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
6406
0
    }
6407
0
}
6408
6409
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
6410
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
6411
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
6412
// - Window             // FindBlockingModal() returns Modal1
6413
//   - Window           //                  .. returns Modal1
6414
//   - Modal1           //                  .. returns Modal2
6415
//      - Window        //                  .. returns Modal2
6416
//          - Window    //                  .. returns Modal2
6417
//          - Modal2    //                  .. returns Modal2
6418
static ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
6419
0
{
6420
0
    ImGuiContext& g = *GImGui;
6421
0
    if (g.OpenPopupStack.Size <= 0)
6422
0
        return NULL;
6423
6424
    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
6425
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
6426
0
    {
6427
0
        ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window;
6428
0
        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
6429
0
            continue;
6430
0
        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
6431
0
            continue;
6432
0
        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window is rendered over last modal, no render order change needed.
6433
0
            break;
6434
0
        for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow)
6435
0
            if (IsWindowWithinBeginStackOf(window, parent))
6436
0
                return popup_window;                                // Place window above its begin stack parent.
6437
0
    }
6438
0
    return NULL;
6439
0
}
6440
6441
// Push a new Dear ImGui window to add widgets to.
6442
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
6443
// - Begin/End can be called multiple times during the frame with the same window name to append content.
6444
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
6445
//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
6446
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
6447
// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
6448
bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
6449
0
{
6450
0
    ImGuiContext& g = *GImGui;
6451
0
    const ImGuiStyle& style = g.Style;
6452
0
    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
6453
0
    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()
6454
0
    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
6455
6456
    // Find or create
6457
0
    ImGuiWindow* window = FindWindowByName(name);
6458
0
    const bool window_just_created = (window == NULL);
6459
0
    if (window_just_created)
6460
0
        window = CreateNewWindow(name, flags);
6461
6462
    // Automatically disable manual moving/resizing when NoInputs is set
6463
0
    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
6464
0
        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
6465
6466
0
    if (flags & ImGuiWindowFlags_NavFlattened)
6467
0
        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
6468
6469
0
    const int current_frame = g.FrameCount;
6470
0
    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
6471
0
    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
6472
6473
    // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
6474
0
    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
6475
0
    if (flags & ImGuiWindowFlags_Popup)
6476
0
    {
6477
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6478
0
        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
6479
0
        window_just_activated_by_user |= (window != popup_ref.Window);
6480
0
    }
6481
6482
    // Update Flags, LastFrameActive, BeginOrderXXX fields
6483
0
    const bool window_was_appearing = window->Appearing;
6484
0
    if (first_begin_of_the_frame)
6485
0
    {
6486
0
        UpdateWindowInFocusOrderList(window, window_just_created, flags);
6487
0
        window->Appearing = window_just_activated_by_user;
6488
0
        if (window->Appearing)
6489
0
            SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6490
0
        window->FlagsPreviousFrame = window->Flags;
6491
0
        window->Flags = (ImGuiWindowFlags)flags;
6492
0
        window->LastFrameActive = current_frame;
6493
0
        window->LastTimeActive = (float)g.Time;
6494
0
        window->BeginOrderWithinParent = 0;
6495
0
        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
6496
0
    }
6497
0
    else
6498
0
    {
6499
0
        flags = window->Flags;
6500
0
    }
6501
6502
    // Docking
6503
    // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
6504
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
6505
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
6506
0
        SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
6507
0
    if (first_begin_of_the_frame)
6508
0
    {
6509
0
        bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
6510
0
        bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
6511
0
        bool dock_node_was_visible = window->DockNodeIsVisible;
6512
0
        bool dock_tab_was_visible = window->DockTabIsVisible;
6513
0
        if (has_dock_node || new_auto_dock_node)
6514
0
        {
6515
0
            BeginDocked(window, p_open);
6516
0
            flags = window->Flags;
6517
0
            if (window->DockIsActive)
6518
0
            {
6519
0
                IM_ASSERT(window->DockNode != NULL);
6520
0
                g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
6521
0
            }
6522
6523
            // Amend the Appearing flag
6524
0
            if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
6525
0
            {
6526
0
                window->Appearing = true;
6527
0
                SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6528
0
            }
6529
0
        }
6530
0
        else
6531
0
        {
6532
0
            window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
6533
0
        }
6534
0
    }
6535
6536
    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
6537
0
    ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
6538
0
    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
6539
0
    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
6540
6541
    // We allow window memory to be compacted so recreate the base stack when needed.
6542
0
    if (window->IDStack.Size == 0)
6543
0
        window->IDStack.push_back(window->ID);
6544
6545
    // Add to stack
6546
    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
6547
0
    g.CurrentWindow = window;
6548
0
    ImGuiWindowStackData window_stack_data;
6549
0
    window_stack_data.Window = window;
6550
0
    window_stack_data.ParentLastItemDataBackup = g.LastItemData;
6551
0
    window_stack_data.StackSizesOnBegin.SetToContextState(&g);
6552
0
    g.CurrentWindowStack.push_back(window_stack_data);
6553
0
    if (flags & ImGuiWindowFlags_ChildMenu)
6554
0
        g.BeginMenuCount++;
6555
6556
    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
6557
0
    if (first_begin_of_the_frame)
6558
0
    {
6559
0
        UpdateWindowParentAndRootLinks(window, flags, parent_window);
6560
0
        window->ParentWindowInBeginStack = parent_window_in_stack;
6561
0
    }
6562
6563
    // Add to focus scope stack
6564
0
    PushFocusScope(window->ID);
6565
0
    window->NavRootFocusScopeId = g.CurrentFocusScopeId;
6566
0
    g.CurrentWindow = NULL;
6567
6568
    // Add to popup stack
6569
0
    if (flags & ImGuiWindowFlags_Popup)
6570
0
    {
6571
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6572
0
        popup_ref.Window = window;
6573
0
        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
6574
0
        g.BeginPopupStack.push_back(popup_ref);
6575
0
        window->PopupId = popup_ref.PopupId;
6576
0
    }
6577
6578
    // Process SetNextWindow***() calls
6579
    // (FIXME: Consider splitting the HasXXX flags into X/Y components
6580
0
    bool window_pos_set_by_api = false;
6581
0
    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
6582
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
6583
0
    {
6584
0
        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
6585
0
        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
6586
0
        {
6587
            // May be processed on the next frame if this is our first frame and we are measuring size
6588
            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
6589
0
            window->SetWindowPosVal = g.NextWindowData.PosVal;
6590
0
            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
6591
0
            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6592
0
        }
6593
0
        else
6594
0
        {
6595
0
            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
6596
0
        }
6597
0
    }
6598
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
6599
0
    {
6600
0
        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
6601
0
        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
6602
0
        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
6603
0
    }
6604
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
6605
0
    {
6606
0
        if (g.NextWindowData.ScrollVal.x >= 0.0f)
6607
0
        {
6608
0
            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
6609
0
            window->ScrollTargetCenterRatio.x = 0.0f;
6610
0
        }
6611
0
        if (g.NextWindowData.ScrollVal.y >= 0.0f)
6612
0
        {
6613
0
            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
6614
0
            window->ScrollTargetCenterRatio.y = 0.0f;
6615
0
        }
6616
0
    }
6617
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
6618
0
        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
6619
0
    else if (first_begin_of_the_frame)
6620
0
        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
6621
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
6622
0
        window->WindowClass = g.NextWindowData.WindowClass;
6623
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
6624
0
        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
6625
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
6626
0
        FocusWindow(window);
6627
0
    if (window->Appearing)
6628
0
        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
6629
6630
    // When reusing window again multiple times a frame, just append content (don't need to setup again)
6631
0
    if (first_begin_of_the_frame)
6632
0
    {
6633
        // Initialize
6634
0
        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
6635
0
        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
6636
0
        window->Active = true;
6637
0
        window->HasCloseButton = (p_open != NULL);
6638
0
        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
6639
0
        window->IDStack.resize(1);
6640
0
        window->DrawList->_ResetForNewFrame();
6641
0
        window->DC.CurrentTableIdx = -1;
6642
0
        if (flags & ImGuiWindowFlags_DockNodeHost)
6643
0
        {
6644
0
            window->DrawList->ChannelsSplit(2);
6645
0
            window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later
6646
0
        }
6647
6648
        // Restore buffer capacity when woken from a compacted state, to avoid
6649
0
        if (window->MemoryCompacted)
6650
0
            GcAwakeTransientWindowBuffers(window);
6651
6652
        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
6653
        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
6654
0
        bool window_title_visible_elsewhere = false;
6655
0
        if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
6656
0
            window_title_visible_elsewhere = true;
6657
0
        else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
6658
0
            window_title_visible_elsewhere = true;
6659
0
        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
6660
0
        {
6661
0
            size_t buf_len = (size_t)window->NameBufLen;
6662
0
            window->Name = ImStrdupcpy(window->Name, &buf_len, name);
6663
0
            window->NameBufLen = (int)buf_len;
6664
0
        }
6665
6666
        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
6667
6668
        // Update contents size from last frame for auto-fitting (or use explicit size)
6669
0
        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
6670
6671
        // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
6672
        // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
6673
        // it has a single usage before this code block and may be set below before it is finally checked.
6674
0
        if (window->HiddenFramesCanSkipItems > 0)
6675
0
            window->HiddenFramesCanSkipItems--;
6676
0
        if (window->HiddenFramesCannotSkipItems > 0)
6677
0
            window->HiddenFramesCannotSkipItems--;
6678
0
        if (window->HiddenFramesForRenderOnly > 0)
6679
0
            window->HiddenFramesForRenderOnly--;
6680
6681
        // Hide new windows for one frame until they calculate their size
6682
0
        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
6683
0
            window->HiddenFramesCannotSkipItems = 1;
6684
6685
        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
6686
        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
6687
0
        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
6688
0
        {
6689
0
            window->HiddenFramesCannotSkipItems = 1;
6690
0
            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
6691
0
            {
6692
0
                if (!window_size_x_set_by_api)
6693
0
                    window->Size.x = window->SizeFull.x = 0.f;
6694
0
                if (!window_size_y_set_by_api)
6695
0
                    window->Size.y = window->SizeFull.y = 0.f;
6696
0
                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
6697
0
            }
6698
0
        }
6699
6700
        // SELECT VIEWPORT
6701
        // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
6702
6703
0
        WindowSelectViewport(window);
6704
0
        SetCurrentViewport(window, window->Viewport);
6705
0
        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
6706
0
        SetCurrentWindow(window);
6707
0
        flags = window->Flags;
6708
6709
        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
6710
        // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
6711
6712
0
        if (flags & ImGuiWindowFlags_ChildWindow)
6713
0
            window->WindowBorderSize = style.ChildBorderSize;
6714
0
        else
6715
0
            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
6716
0
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
6717
0
            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
6718
0
        else
6719
0
            window->WindowPadding = style.WindowPadding;
6720
6721
        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
6722
0
        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
6723
0
        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
6724
6725
0
        bool use_current_size_for_scrollbar_x = window_just_created;
6726
0
        bool use_current_size_for_scrollbar_y = window_just_created;
6727
6728
        // Collapse window by double-clicking on title bar
6729
        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
6730
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
6731
0
        {
6732
            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
6733
0
            ImRect title_bar_rect = window->TitleBarRect();
6734
0
            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)
6735
0
                window->WantCollapseToggle = true;
6736
0
            if (window->WantCollapseToggle)
6737
0
            {
6738
0
                window->Collapsed = !window->Collapsed;
6739
0
                if (!window->Collapsed)
6740
0
                    use_current_size_for_scrollbar_y = true;
6741
0
                MarkIniSettingsDirty(window);
6742
0
            }
6743
0
        }
6744
0
        else
6745
0
        {
6746
0
            window->Collapsed = false;
6747
0
        }
6748
0
        window->WantCollapseToggle = false;
6749
6750
        // SIZE
6751
6752
        // Outer Decoration Sizes
6753
        // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).
6754
0
        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
6755
0
        window->DecoOuterSizeX1 = 0.0f;
6756
0
        window->DecoOuterSizeX2 = 0.0f;
6757
0
        window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();
6758
0
        window->DecoOuterSizeY2 = 0.0f;
6759
0
        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
6760
6761
        // Calculate auto-fit size, handle automatic resize
6762
0
        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
6763
0
        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
6764
0
        {
6765
            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
6766
0
            if (!window_size_x_set_by_api)
6767
0
            {
6768
0
                window->SizeFull.x = size_auto_fit.x;
6769
0
                use_current_size_for_scrollbar_x = true;
6770
0
            }
6771
0
            if (!window_size_y_set_by_api)
6772
0
            {
6773
0
                window->SizeFull.y = size_auto_fit.y;
6774
0
                use_current_size_for_scrollbar_y = true;
6775
0
            }
6776
0
        }
6777
0
        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6778
0
        {
6779
            // Auto-fit may only grow window during the first few frames
6780
            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
6781
0
            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
6782
0
            {
6783
0
                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
6784
0
                use_current_size_for_scrollbar_x = true;
6785
0
            }
6786
0
            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
6787
0
            {
6788
0
                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
6789
0
                use_current_size_for_scrollbar_y = true;
6790
0
            }
6791
0
            if (!window->Collapsed)
6792
0
                MarkIniSettingsDirty(window);
6793
0
        }
6794
6795
        // Apply minimum/maximum window size constraints and final size
6796
0
        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
6797
0
        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
6798
6799
        // POSITION
6800
6801
        // Popup latch its initial position, will position itself when it appears next frame
6802
0
        if (window_just_activated_by_user)
6803
0
        {
6804
0
            window->AutoPosLastDirection = ImGuiDir_None;
6805
0
            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
6806
0
                window->Pos = g.BeginPopupStack.back().OpenPopupPos;
6807
0
        }
6808
6809
        // Position child window
6810
0
        if (flags & ImGuiWindowFlags_ChildWindow)
6811
0
        {
6812
0
            IM_ASSERT(parent_window && parent_window->Active);
6813
0
            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
6814
0
            parent_window->DC.ChildWindows.push_back(window);
6815
0
            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
6816
0
                window->Pos = parent_window->DC.CursorPos;
6817
0
        }
6818
6819
0
        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
6820
0
        if (window_pos_with_pivot)
6821
0
            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
6822
0
        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
6823
0
            window->Pos = FindBestWindowPosForPopup(window);
6824
0
        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
6825
0
            window->Pos = FindBestWindowPosForPopup(window);
6826
0
        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
6827
0
            window->Pos = FindBestWindowPosForPopup(window);
6828
6829
        // Late create viewport if we don't fit within our current host viewport.
6830
0
        if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_Minimized))
6831
0
            if (!window->Viewport->GetMainRect().Contains(window->Rect()))
6832
0
            {
6833
                // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
6834
                //ImGuiViewport* old_viewport = window->Viewport;
6835
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
6836
6837
                // FIXME-DPI
6838
                //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
6839
0
                SetCurrentViewport(window, window->Viewport);
6840
0
                window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
6841
0
                SetCurrentWindow(window);
6842
0
            }
6843
6844
0
        if (window->ViewportOwned)
6845
0
            WindowSyncOwnedViewport(window, parent_window_in_stack);
6846
6847
        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
6848
        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
6849
0
        ImRect viewport_rect(window->Viewport->GetMainRect());
6850
0
        ImRect viewport_work_rect(window->Viewport->GetWorkRect());
6851
0
        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
6852
0
        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
6853
6854
        // Clamp position/size so window stays visible within its viewport or monitor
6855
        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
6856
        // FIXME: Similar to code in GetWindowAllowedExtentRect()
6857
0
        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
6858
0
        {
6859
0
            if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
6860
0
            {
6861
0
                ClampWindowPos(window, visibility_rect);
6862
0
            }
6863
0
            else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
6864
0
            {
6865
                // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
6866
0
                const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
6867
0
                visibility_rect.Min = monitor->WorkPos + visibility_padding;
6868
0
                visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding;
6869
0
                ClampWindowPos(window, visibility_rect);
6870
0
            }
6871
0
        }
6872
0
        window->Pos = ImFloor(window->Pos);
6873
6874
        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
6875
        // Large values tend to lead to variety of artifacts and are not recommended.
6876
0
        if (window->ViewportOwned || window->DockIsActive)
6877
0
            window->WindowRounding = 0.0f;
6878
0
        else
6879
0
            window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
6880
6881
        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
6882
        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
6883
        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
6884
6885
        // Apply window focus (new and reactivated windows are moved to front)
6886
0
        bool want_focus = false;
6887
0
        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
6888
0
        {
6889
0
            if (flags & ImGuiWindowFlags_Popup)
6890
0
                want_focus = true;
6891
0
            else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
6892
0
                want_focus = true;
6893
6894
0
            ImGuiWindow* modal = GetTopMostPopupModal();
6895
0
            if (modal != NULL && !IsWindowWithinBeginStackOf(window, modal))
6896
0
            {
6897
                // Avoid focusing a window that is created outside of active modal. This will prevent active modal from being closed.
6898
                // Since window is not focused it would reappear at the same display position like the last time it was visible.
6899
                // In case of completely new windows it would go to the top (over current modal), but input to such window would still be blocked by modal.
6900
                // Position window behind a modal that is not a begin-parent of this window.
6901
0
                want_focus = false;
6902
0
                if (window == window->RootWindow)
6903
0
                {
6904
0
                    ImGuiWindow* blocking_modal = FindBlockingModal(window);
6905
0
                    IM_ASSERT(blocking_modal != NULL);
6906
0
                    BringWindowToDisplayBehind(window, blocking_modal);
6907
0
                }
6908
0
            }
6909
0
        }
6910
6911
        // [Test Engine] Register whole window in the item system (before submitting further decorations)
6912
#ifdef IMGUI_ENABLE_TEST_ENGINE
6913
        if (g.TestEngineHookItems)
6914
        {
6915
            IM_ASSERT(window->IDStack.Size == 1);
6916
            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
6917
            IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
6918
            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
6919
            window->IDStack.Size = 1;
6920
        }
6921
#endif
6922
6923
        // Decide if we are going to handle borders and resize grips
6924
0
        const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
6925
6926
        // Handle manual resize: Resize Grips, Borders, Gamepad
6927
0
        int border_held = -1;
6928
0
        ImU32 resize_grip_col[4] = {};
6929
0
        const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
6930
0
        const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6931
0
        if (handle_borders_and_resize_grips && !window->Collapsed)
6932
0
            if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
6933
0
                use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
6934
0
        window->ResizeBorderHeld = (signed char)border_held;
6935
6936
        // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
6937
0
        if (window->ViewportOwned)
6938
0
        {
6939
0
            if (!window->Viewport->PlatformRequestMove)
6940
0
                window->Viewport->Pos = window->Pos;
6941
0
            if (!window->Viewport->PlatformRequestResize)
6942
0
                window->Viewport->Size = window->Size;
6943
0
            window->Viewport->UpdateWorkRect();
6944
0
            viewport_rect = window->Viewport->GetMainRect();
6945
0
        }
6946
6947
        // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
6948
0
        window->ViewportPos = window->Viewport->Pos;
6949
6950
        // SCROLLBAR VISIBILITY
6951
6952
        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
6953
0
        if (!window->Collapsed)
6954
0
        {
6955
            // When reading the current size we need to read it after size constraints have been applied.
6956
            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.
6957
            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
6958
0
            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
6959
0
            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
6960
0
            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
6961
0
            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
6962
0
            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
6963
            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
6964
0
            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
6965
0
            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
6966
0
            if (window->ScrollbarX && !window->ScrollbarY)
6967
0
                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
6968
0
            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
6969
6970
            // Amend the partially filled window->DecorationXXX values.
6971
0
            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
6972
0
            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
6973
0
        }
6974
6975
        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
6976
        // Update various regions. Variables they depend on should be set above in this function.
6977
        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
6978
6979
        // Outer rectangle
6980
        // Not affected by window border size. Used by:
6981
        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
6982
        // - Begin() initial clipping rect for drawing window background and borders.
6983
        // - Begin() clipping whole child
6984
0
        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
6985
0
        const ImRect outer_rect = window->Rect();
6986
0
        const ImRect title_bar_rect = window->TitleBarRect();
6987
0
        window->OuterRectClipped = outer_rect;
6988
0
        if (window->DockIsActive)
6989
0
            window->OuterRectClipped.Min.y += window->TitleBarHeight();
6990
0
        window->OuterRectClipped.ClipWith(host_rect);
6991
6992
        // Inner rectangle
6993
        // Not affected by window border size. Used by:
6994
        // - InnerClipRect
6995
        // - ScrollToRectEx()
6996
        // - NavUpdatePageUpPageDown()
6997
        // - Scrollbar()
6998
0
        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
6999
0
        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
7000
0
        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
7001
0
        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
7002
7003
        // Inner clipping rectangle.
7004
        // Will extend a little bit outside the normal work region.
7005
        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
7006
        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
7007
        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
7008
        // Affected by window/frame border size. Used by:
7009
        // - Begin() initial clip rect
7010
0
        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
7011
0
        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7012
0
        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
7013
0
        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7014
0
        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
7015
0
        window->InnerClipRect.ClipWithFull(host_rect);
7016
7017
        // Default item width. Make it proportional to window size if window manually resizes
7018
0
        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
7019
0
            window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f);
7020
0
        else
7021
0
            window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);
7022
7023
        // SCROLLING
7024
7025
        // Lock down maximum scrolling
7026
        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
7027
        // for right/bottom aligned items without creating a scrollbar.
7028
0
        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
7029
0
        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
7030
7031
        // Apply scrolling
7032
0
        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
7033
0
        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
7034
0
        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
7035
7036
        // DRAWING
7037
7038
        // Setup draw list and outer clipping rectangle
7039
0
        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
7040
0
        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
7041
0
        PushClipRect(host_rect.Min, host_rect.Max, false);
7042
7043
        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
7044
        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
7045
        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
7046
0
        const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
7047
0
        if (is_undocked_or_docked_visible)
7048
0
        {
7049
0
            bool render_decorations_in_parent = false;
7050
0
            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
7051
0
            {
7052
                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
7053
                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
7054
0
                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
7055
0
                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
7056
0
                bool parent_is_empty = parent_window->DrawList->VtxBuffer.Size > 0;
7057
0
                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_is_empty && !previous_child_overlapping)
7058
0
                    render_decorations_in_parent = true;
7059
0
            }
7060
0
            if (render_decorations_in_parent)
7061
0
                window->DrawList = parent_window->DrawList;
7062
7063
            // Handle title bar, scrollbar, resize grips and resize borders
7064
0
            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
7065
0
            const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
7066
0
            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
7067
7068
0
            if (render_decorations_in_parent)
7069
0
                window->DrawList = &window->DrawListInst;
7070
0
        }
7071
7072
        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
7073
7074
        // Work rectangle.
7075
        // Affected by window padding and border size. Used by:
7076
        // - Columns() for right-most edge
7077
        // - TreeNode(), CollapsingHeader() for right-most edge
7078
        // - BeginTabBar() for right-most edge
7079
0
        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
7080
0
        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
7081
0
        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7082
0
        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7083
0
        window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
7084
0
        window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
7085
0
        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
7086
0
        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
7087
0
        window->ParentWorkRect = window->WorkRect;
7088
7089
        // [LEGACY] Content Region
7090
        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
7091
        // Used by:
7092
        // - Mouse wheel scrolling + many other things
7093
0
        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
7094
0
        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
7095
0
        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7096
0
        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7097
7098
        // Setup drawing context
7099
        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
7100
0
        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
7101
0
        window->DC.GroupOffset.x = 0.0f;
7102
0
        window->DC.ColumnsOffset.x = 0.0f;
7103
7104
        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
7105
        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
7106
0
        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
7107
0
        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
7108
0
        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
7109
0
        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
7110
0
        window->DC.CursorPos = window->DC.CursorStartPos;
7111
0
        window->DC.CursorPosPrevLine = window->DC.CursorPos;
7112
0
        window->DC.CursorMaxPos = window->DC.CursorStartPos;
7113
0
        window->DC.IdealMaxPos = window->DC.CursorStartPos;
7114
0
        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
7115
0
        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
7116
0
        window->DC.IsSameLine = window->DC.IsSetPos = false;
7117
7118
0
        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
7119
0
        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
7120
0
        window->DC.NavLayersActiveMaskNext = 0x00;
7121
0
        window->DC.NavHideHighlightOneFrame = false;
7122
0
        window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
7123
7124
0
        window->DC.MenuBarAppending = false;
7125
0
        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
7126
0
        window->DC.TreeDepth = 0;
7127
0
        window->DC.TreeJumpToParentOnPopMask = 0x00;
7128
0
        window->DC.ChildWindows.resize(0);
7129
0
        window->DC.StateStorage = &window->StateStorage;
7130
0
        window->DC.CurrentColumns = NULL;
7131
0
        window->DC.LayoutType = ImGuiLayoutType_Vertical;
7132
0
        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
7133
7134
0
        window->DC.ItemWidth = window->ItemWidthDefault;
7135
0
        window->DC.TextWrapPos = -1.0f; // disabled
7136
0
        window->DC.ItemWidthStack.resize(0);
7137
0
        window->DC.TextWrapPosStack.resize(0);
7138
7139
0
        if (window->AutoFitFramesX > 0)
7140
0
            window->AutoFitFramesX--;
7141
0
        if (window->AutoFitFramesY > 0)
7142
0
            window->AutoFitFramesY--;
7143
7144
        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
7145
0
        if (want_focus)
7146
0
        {
7147
0
            FocusWindow(window);
7148
0
            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
7149
0
        }
7150
7151
        // Close requested by platform window
7152
0
        if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
7153
0
        {
7154
0
            if (!window->DockIsActive || window->DockTabIsVisible)
7155
0
            {
7156
0
                window->Viewport->PlatformRequestClose = false;
7157
0
                g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue.
7158
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' PlatformRequestClose\n", window->Name);
7159
0
                *p_open = false;
7160
0
            }
7161
0
        }
7162
7163
        // Title bar
7164
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
7165
0
            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
7166
7167
        // Clear hit test shape every frame
7168
0
        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
7169
7170
        // Pressing CTRL+C while holding on a window copy its content to the clipboard
7171
        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
7172
        // Maybe we can support CTRL+C on every element?
7173
        /*
7174
        //if (g.NavWindow == window && g.ActiveId == 0)
7175
        if (g.ActiveId == window->MoveId)
7176
            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
7177
                LogToClipboard();
7178
        */
7179
7180
0
        if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
7181
0
        {
7182
            // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
7183
            // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
7184
0
            if ((g.MovingWindow == window) && (g.IO.ConfigDockingWithShift == g.IO.KeyShift))
7185
0
                if ((window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
7186
0
                    BeginDockableDragDropSource(window);
7187
7188
            // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
7189
0
            if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
7190
0
                if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
7191
0
                    if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
7192
0
                        BeginDockableDragDropTarget(window);
7193
0
        }
7194
7195
        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
7196
        // This is useful to allow creating context menus on title bar only, etc.
7197
0
        if (window->DockIsActive)
7198
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
7199
0
        else
7200
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
7201
7202
        // [DEBUG]
7203
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7204
0
        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
7205
0
            DebugLocateItemResolveWithLastItem();
7206
0
#endif
7207
7208
        // [Test Engine] Register title bar / tab with MoveId.
7209
#ifdef IMGUI_ENABLE_TEST_ENGINE
7210
        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
7211
            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
7212
#endif
7213
0
    }
7214
0
    else
7215
0
    {
7216
        // Append
7217
0
        SetCurrentViewport(window, window->Viewport);
7218
0
        SetCurrentWindow(window);
7219
0
    }
7220
7221
0
    if (!(flags & ImGuiWindowFlags_DockNodeHost))
7222
0
        PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
7223
7224
    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
7225
0
    window->WriteAccessed = false;
7226
0
    window->BeginCount++;
7227
0
    g.NextWindowData.ClearFlags();
7228
7229
    // Update visibility
7230
0
    if (first_begin_of_the_frame)
7231
0
    {
7232
        // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
7233
        // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
7234
        // This is analogous to regular windows being hidden from one frame.
7235
        // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
7236
0
        if (window->DockIsActive && !window->DockTabIsVisible)
7237
0
        {
7238
0
            if (window->LastFrameJustFocused == g.FrameCount)
7239
0
                window->HiddenFramesCannotSkipItems = 1;
7240
0
            else
7241
0
                window->HiddenFramesCanSkipItems = 1;
7242
0
        }
7243
7244
0
        if (flags & ImGuiWindowFlags_ChildWindow)
7245
0
        {
7246
            // Child window can be out of sight and have "negative" clip windows.
7247
            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
7248
0
            IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive));
7249
0
            if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??
7250
0
            {
7251
0
                const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
7252
0
                if (!g.LogEnabled && !nav_request)
7253
0
                    if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
7254
0
                        window->HiddenFramesCanSkipItems = 1;
7255
0
            }
7256
7257
            // Hide along with parent or if parent is collapsed
7258
0
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
7259
0
                window->HiddenFramesCanSkipItems = 1;
7260
0
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
7261
0
                window->HiddenFramesCannotSkipItems = 1;
7262
0
        }
7263
7264
        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
7265
0
        if (style.Alpha <= 0.0f)
7266
0
            window->HiddenFramesCanSkipItems = 1;
7267
7268
        // Update the Hidden flag
7269
0
        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
7270
0
        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
7271
7272
        // Disable inputs for requested number of frames
7273
0
        if (window->DisableInputsFrames > 0)
7274
0
        {
7275
0
            window->DisableInputsFrames--;
7276
0
            window->Flags |= ImGuiWindowFlags_NoInputs;
7277
0
        }
7278
7279
        // Update the SkipItems flag, used to early out of all items functions (no layout required)
7280
0
        bool skip_items = false;
7281
0
        if (window->Collapsed || !window->Active || hidden_regular)
7282
0
            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
7283
0
                skip_items = true;
7284
0
        window->SkipItems = skip_items;
7285
7286
        // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value.
7287
0
        if (window->SkipItems)
7288
0
            window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask;
7289
7290
        // Sanity check: there are two spots which can set Appearing = true
7291
        // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
7292
        // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
7293
0
        if (window->SkipItems && !window->Appearing)
7294
0
            IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
7295
0
    }
7296
7297
    // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
7298
    // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
7299
0
    if (!window->IsFallbackWindow && ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)))
7300
0
    {
7301
0
        if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }
7302
0
        if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }
7303
0
        return false;
7304
0
    }
7305
7306
0
    return !window->SkipItems;
7307
0
}
7308
7309
void ImGui::End()
7310
0
{
7311
0
    ImGuiContext& g = *GImGui;
7312
0
    ImGuiWindow* window = g.CurrentWindow;
7313
7314
    // Error checking: verify that user hasn't called End() too many times!
7315
0
    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
7316
0
    {
7317
0
        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
7318
0
        return;
7319
0
    }
7320
0
    IM_ASSERT(g.CurrentWindowStack.Size > 0);
7321
7322
    // Error checking: verify that user doesn't directly call End() on a child window.
7323
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
7324
0
        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
7325
7326
    // Close anything that is open
7327
0
    if (window->DC.CurrentColumns)
7328
0
        EndColumns();
7329
0
    if (!(window->Flags & ImGuiWindowFlags_DockNodeHost))   // Pop inner window clip rectangle
7330
0
        PopClipRect();
7331
0
    PopFocusScope();
7332
7333
    // Stop logging
7334
0
    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
7335
0
        LogFinish();
7336
7337
0
    if (window->DC.IsSetPos)
7338
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
7339
7340
    // Docking: report contents sizes to parent to allow for auto-resize
7341
0
    if (window->DockNode && window->DockTabIsVisible)
7342
0
        if (ImGuiWindow* host_window = window->DockNode->HostWindow)         // FIXME-DOCK
7343
0
            host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
7344
7345
    // Pop from window stack
7346
0
    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
7347
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
7348
0
        g.BeginMenuCount--;
7349
0
    if (window->Flags & ImGuiWindowFlags_Popup)
7350
0
        g.BeginPopupStack.pop_back();
7351
0
    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g);
7352
0
    g.CurrentWindowStack.pop_back();
7353
0
    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
7354
0
    if (g.CurrentWindow)
7355
0
        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
7356
0
}
7357
7358
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
7359
0
{
7360
0
    ImGuiContext& g = *GImGui;
7361
0
    IM_ASSERT(window == window->RootWindow);
7362
7363
0
    const int cur_order = window->FocusOrder;
7364
0
    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
7365
0
    if (g.WindowsFocusOrder.back() == window)
7366
0
        return;
7367
7368
0
    const int new_order = g.WindowsFocusOrder.Size - 1;
7369
0
    for (int n = cur_order; n < new_order; n++)
7370
0
    {
7371
0
        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
7372
0
        g.WindowsFocusOrder[n]->FocusOrder--;
7373
0
        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
7374
0
    }
7375
0
    g.WindowsFocusOrder[new_order] = window;
7376
0
    window->FocusOrder = (short)new_order;
7377
0
}
7378
7379
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
7380
0
{
7381
0
    ImGuiContext& g = *GImGui;
7382
0
    ImGuiWindow* current_front_window = g.Windows.back();
7383
0
    if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
7384
0
        return;
7385
0
    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
7386
0
        if (g.Windows[i] == window)
7387
0
        {
7388
0
            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
7389
0
            g.Windows[g.Windows.Size - 1] = window;
7390
0
            break;
7391
0
        }
7392
0
}
7393
7394
void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
7395
0
{
7396
0
    ImGuiContext& g = *GImGui;
7397
0
    if (g.Windows[0] == window)
7398
0
        return;
7399
0
    for (int i = 0; i < g.Windows.Size; i++)
7400
0
        if (g.Windows[i] == window)
7401
0
        {
7402
0
            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
7403
0
            g.Windows[0] = window;
7404
0
            break;
7405
0
        }
7406
0
}
7407
7408
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
7409
0
{
7410
0
    IM_ASSERT(window != NULL && behind_window != NULL);
7411
0
    ImGuiContext& g = *GImGui;
7412
0
    window = window->RootWindow;
7413
0
    behind_window = behind_window->RootWindow;
7414
0
    int pos_wnd = FindWindowDisplayIndex(window);
7415
0
    int pos_beh = FindWindowDisplayIndex(behind_window);
7416
0
    if (pos_wnd < pos_beh)
7417
0
    {
7418
0
        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
7419
0
        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
7420
0
        g.Windows[pos_beh - 1] = window;
7421
0
    }
7422
0
    else
7423
0
    {
7424
0
        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
7425
0
        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
7426
0
        g.Windows[pos_beh] = window;
7427
0
    }
7428
0
}
7429
7430
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
7431
0
{
7432
0
    ImGuiContext& g = *GImGui;
7433
0
    return g.Windows.index_from_ptr(g.Windows.find(window));
7434
0
}
7435
7436
// Moving window to front of display and set focus (which happens to be back of our sorted list)
7437
void ImGui::FocusWindow(ImGuiWindow* window)
7438
0
{
7439
0
    ImGuiContext& g = *GImGui;
7440
7441
0
    if (g.NavWindow != window)
7442
0
    {
7443
0
        SetNavWindow(window);
7444
0
        if (window && g.NavDisableMouseHover)
7445
0
            g.NavMousePosDirty = true;
7446
0
        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
7447
0
        g.NavLayer = ImGuiNavLayer_Main;
7448
0
        g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;
7449
0
        g.NavIdIsAlive = false;
7450
7451
        // Close popups if any
7452
0
        ClosePopupsOverWindow(window, false);
7453
0
    }
7454
7455
    // Move the root window to the top of the pile
7456
0
    IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
7457
0
    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
7458
0
    ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
7459
0
    ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
7460
0
    bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
7461
7462
    // Steal active widgets. Some of the cases it triggers includes:
7463
    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
7464
    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
7465
    // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
7466
0
    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
7467
0
        if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
7468
0
            ClearActiveID();
7469
7470
    // Passing NULL allow to disable keyboard focus
7471
0
    if (!window)
7472
0
        return;
7473
0
    window->LastFrameJustFocused = g.FrameCount;
7474
7475
    // Select in dock node
7476
0
    if (dock_node && dock_node->TabBar)
7477
0
        dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
7478
7479
    // Bring to front
7480
0
    BringWindowToFocusFront(focus_front_window);
7481
0
    if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7482
0
        BringWindowToDisplayFront(display_front_window);
7483
0
}
7484
7485
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window)
7486
0
{
7487
0
    ImGuiContext& g = *GImGui;
7488
0
    int start_idx = g.WindowsFocusOrder.Size - 1;
7489
0
    if (under_this_window != NULL)
7490
0
    {
7491
        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
7492
0
        int offset = -1;
7493
0
        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
7494
0
        {
7495
0
            under_this_window = under_this_window->ParentWindow;
7496
0
            offset = 0;
7497
0
        }
7498
0
        start_idx = FindWindowFocusIndex(under_this_window) + offset;
7499
0
    }
7500
0
    for (int i = start_idx; i >= 0; i--)
7501
0
    {
7502
        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
7503
0
        ImGuiWindow* window = g.WindowsFocusOrder[i];
7504
0
        IM_ASSERT(window == window->RootWindow);
7505
0
        if (window != ignore_window && window->WasActive)
7506
0
            if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
7507
0
            {
7508
                // FIXME-DOCK: This is failing (lagging by one frame) for docked windows.
7509
                // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
7510
                // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
7511
                // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
7512
0
                ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
7513
0
                FocusWindow(focus_window);
7514
0
                return;
7515
0
            }
7516
0
    }
7517
0
    FocusWindow(NULL);
7518
0
}
7519
7520
// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
7521
void ImGui::SetCurrentFont(ImFont* font)
7522
0
{
7523
0
    ImGuiContext& g = *GImGui;
7524
0
    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
7525
0
    IM_ASSERT(font->Scale > 0.0f);
7526
0
    g.Font = font;
7527
0
    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
7528
0
    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
7529
7530
0
    ImFontAtlas* atlas = g.Font->ContainerAtlas;
7531
0
    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
7532
0
    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
7533
0
    g.DrawListSharedData.Font = g.Font;
7534
0
    g.DrawListSharedData.FontSize = g.FontSize;
7535
0
}
7536
7537
void ImGui::PushFont(ImFont* font)
7538
0
{
7539
0
    ImGuiContext& g = *GImGui;
7540
0
    if (!font)
7541
0
        font = GetDefaultFont();
7542
0
    SetCurrentFont(font);
7543
0
    g.FontStack.push_back(font);
7544
0
    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
7545
0
}
7546
7547
void  ImGui::PopFont()
7548
0
{
7549
0
    ImGuiContext& g = *GImGui;
7550
0
    g.CurrentWindow->DrawList->PopTextureID();
7551
0
    g.FontStack.pop_back();
7552
0
    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
7553
0
}
7554
7555
void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
7556
0
{
7557
0
    ImGuiContext& g = *GImGui;
7558
0
    ImGuiItemFlags item_flags = g.CurrentItemFlags;
7559
0
    IM_ASSERT(item_flags == g.ItemFlagsStack.back());
7560
0
    if (enabled)
7561
0
        item_flags |= option;
7562
0
    else
7563
0
        item_flags &= ~option;
7564
0
    g.CurrentItemFlags = item_flags;
7565
0
    g.ItemFlagsStack.push_back(item_flags);
7566
0
}
7567
7568
void ImGui::PopItemFlag()
7569
0
{
7570
0
    ImGuiContext& g = *GImGui;
7571
0
    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
7572
0
    g.ItemFlagsStack.pop_back();
7573
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7574
0
}
7575
7576
// BeginDisabled()/EndDisabled()
7577
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
7578
// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
7579
// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
7580
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
7581
// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
7582
void ImGui::BeginDisabled(bool disabled)
7583
0
{
7584
0
    ImGuiContext& g = *GImGui;
7585
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7586
0
    if (!was_disabled && disabled)
7587
0
    {
7588
0
        g.DisabledAlphaBackup = g.Style.Alpha;
7589
0
        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
7590
0
    }
7591
0
    if (was_disabled || disabled)
7592
0
        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
7593
0
    g.ItemFlagsStack.push_back(g.CurrentItemFlags);
7594
0
    g.DisabledStackSize++;
7595
0
}
7596
7597
void ImGui::EndDisabled()
7598
0
{
7599
0
    ImGuiContext& g = *GImGui;
7600
0
    IM_ASSERT(g.DisabledStackSize > 0);
7601
0
    g.DisabledStackSize--;
7602
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7603
    //PopItemFlag();
7604
0
    g.ItemFlagsStack.pop_back();
7605
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7606
0
    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
7607
0
        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
7608
0
}
7609
7610
void ImGui::PushTabStop(bool tab_stop)
7611
0
{
7612
0
    PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);
7613
0
}
7614
7615
void ImGui::PopTabStop()
7616
0
{
7617
0
    PopItemFlag();
7618
0
}
7619
7620
void ImGui::PushButtonRepeat(bool repeat)
7621
0
{
7622
0
    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
7623
0
}
7624
7625
void ImGui::PopButtonRepeat()
7626
0
{
7627
0
    PopItemFlag();
7628
0
}
7629
7630
void ImGui::PushTextWrapPos(float wrap_pos_x)
7631
0
{
7632
0
    ImGuiWindow* window = GetCurrentWindow();
7633
0
    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
7634
0
    window->DC.TextWrapPos = wrap_pos_x;
7635
0
}
7636
7637
void ImGui::PopTextWrapPos()
7638
0
{
7639
0
    ImGuiWindow* window = GetCurrentWindow();
7640
0
    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
7641
0
    window->DC.TextWrapPosStack.pop_back();
7642
0
}
7643
7644
static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
7645
0
{
7646
0
    ImGuiWindow* last_window = NULL;
7647
0
    while (last_window != window)
7648
0
    {
7649
0
        last_window = window;
7650
0
        window = window->RootWindow;
7651
0
        if (popup_hierarchy)
7652
0
            window = window->RootWindowPopupTree;
7653
0
    if (dock_hierarchy)
7654
0
      window = window->RootWindowDockTree;
7655
0
  }
7656
0
    return window;
7657
0
}
7658
7659
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
7660
0
{
7661
0
    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
7662
0
    if (window_root == potential_parent)
7663
0
        return true;
7664
0
    while (window != NULL)
7665
0
    {
7666
0
        if (window == potential_parent)
7667
0
            return true;
7668
0
        if (window == window_root) // end of chain
7669
0
            return false;
7670
0
        window = window->ParentWindow;
7671
0
    }
7672
0
    return false;
7673
0
}
7674
7675
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
7676
0
{
7677
0
    if (window->RootWindow == potential_parent)
7678
0
        return true;
7679
0
    while (window != NULL)
7680
0
    {
7681
0
        if (window == potential_parent)
7682
0
            return true;
7683
0
        window = window->ParentWindowInBeginStack;
7684
0
    }
7685
0
    return false;
7686
0
}
7687
7688
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
7689
0
{
7690
0
    ImGuiContext& g = *GImGui;
7691
7692
    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
7693
0
    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
7694
0
    if (display_layer_delta != 0)
7695
0
        return display_layer_delta > 0;
7696
7697
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
7698
0
    {
7699
0
        ImGuiWindow* candidate_window = g.Windows[i];
7700
0
        if (candidate_window == potential_above)
7701
0
            return true;
7702
0
        if (candidate_window == potential_below)
7703
0
            return false;
7704
0
    }
7705
0
    return false;
7706
0
}
7707
7708
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
7709
0
{
7710
0
    IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0);   // Flags not supported by this function
7711
0
    ImGuiContext& g = *GImGui;
7712
0
    ImGuiWindow* ref_window = g.HoveredWindow;
7713
0
    ImGuiWindow* cur_window = g.CurrentWindow;
7714
0
    if (ref_window == NULL)
7715
0
        return false;
7716
7717
0
    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
7718
0
    {
7719
0
        IM_ASSERT(cur_window); // Not inside a Begin()/End()
7720
0
        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
7721
0
        const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
7722
0
        if (flags & ImGuiHoveredFlags_RootWindow)
7723
0
            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
7724
7725
0
        bool result;
7726
0
        if (flags & ImGuiHoveredFlags_ChildWindows)
7727
0
            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
7728
0
        else
7729
0
            result = (ref_window == cur_window);
7730
0
        if (!result)
7731
0
            return false;
7732
0
    }
7733
7734
0
    if (!IsWindowContentHoverable(ref_window, flags))
7735
0
        return false;
7736
0
    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
7737
0
        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
7738
0
            return false;
7739
0
    return true;
7740
0
}
7741
7742
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
7743
0
{
7744
0
    ImGuiContext& g = *GImGui;
7745
0
    ImGuiWindow* ref_window = g.NavWindow;
7746
0
    ImGuiWindow* cur_window = g.CurrentWindow;
7747
7748
0
    if (ref_window == NULL)
7749
0
        return false;
7750
0
    if (flags & ImGuiFocusedFlags_AnyWindow)
7751
0
        return true;
7752
7753
0
    IM_ASSERT(cur_window); // Not inside a Begin()/End()
7754
0
    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
7755
0
    const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
7756
0
    if (flags & ImGuiHoveredFlags_RootWindow)
7757
0
        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
7758
7759
0
    if (flags & ImGuiHoveredFlags_ChildWindows)
7760
0
        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
7761
0
    else
7762
0
        return (ref_window == cur_window);
7763
0
}
7764
7765
ImGuiID ImGui::GetWindowDockID()
7766
0
{
7767
0
    ImGuiContext& g = *GImGui;
7768
0
    return g.CurrentWindow->DockId;
7769
0
}
7770
7771
bool ImGui::IsWindowDocked()
7772
0
{
7773
0
    ImGuiContext& g = *GImGui;
7774
0
    return g.CurrentWindow->DockIsActive;
7775
0
}
7776
7777
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
7778
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
7779
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
7780
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
7781
0
{
7782
0
    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
7783
0
}
7784
7785
float ImGui::GetWindowWidth()
7786
0
{
7787
0
    ImGuiWindow* window = GImGui->CurrentWindow;
7788
0
    return window->Size.x;
7789
0
}
7790
7791
float ImGui::GetWindowHeight()
7792
0
{
7793
0
    ImGuiWindow* window = GImGui->CurrentWindow;
7794
0
    return window->Size.y;
7795
0
}
7796
7797
ImVec2 ImGui::GetWindowPos()
7798
0
{
7799
0
    ImGuiContext& g = *GImGui;
7800
0
    ImGuiWindow* window = g.CurrentWindow;
7801
0
    return window->Pos;
7802
0
}
7803
7804
void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
7805
0
{
7806
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7807
0
    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
7808
0
        return;
7809
7810
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7811
0
    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7812
0
    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
7813
7814
    // Set
7815
0
    const ImVec2 old_pos = window->Pos;
7816
0
    window->Pos = ImFloor(pos);
7817
0
    ImVec2 offset = window->Pos - old_pos;
7818
0
    if (offset.x == 0.0f && offset.y == 0.0f)
7819
0
        return;
7820
0
    MarkIniSettingsDirty(window);
7821
    // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
7822
0
    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
7823
0
    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
7824
0
    window->DC.IdealMaxPos += offset;
7825
0
    window->DC.CursorStartPos += offset;
7826
0
}
7827
7828
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
7829
0
{
7830
0
    ImGuiWindow* window = GetCurrentWindowRead();
7831
0
    SetWindowPos(window, pos, cond);
7832
0
}
7833
7834
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
7835
0
{
7836
0
    if (ImGuiWindow* window = FindWindowByName(name))
7837
0
        SetWindowPos(window, pos, cond);
7838
0
}
7839
7840
ImVec2 ImGui::GetWindowSize()
7841
0
{
7842
0
    ImGuiWindow* window = GetCurrentWindowRead();
7843
0
    return window->Size;
7844
0
}
7845
7846
void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
7847
0
{
7848
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7849
0
    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
7850
0
        return;
7851
7852
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7853
0
    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7854
7855
    // Set
7856
0
    ImVec2 old_size = window->SizeFull;
7857
0
    window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
7858
0
    window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
7859
0
    if (size.x <= 0.0f)
7860
0
        window->AutoFitOnlyGrows = false;
7861
0
    else
7862
0
        window->SizeFull.x = IM_FLOOR(size.x);
7863
0
    if (size.y <= 0.0f)
7864
0
        window->AutoFitOnlyGrows = false;
7865
0
    else
7866
0
        window->SizeFull.y = IM_FLOOR(size.y);
7867
0
    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
7868
0
        MarkIniSettingsDirty(window);
7869
0
}
7870
7871
void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
7872
0
{
7873
0
    SetWindowSize(GImGui->CurrentWindow, size, cond);
7874
0
}
7875
7876
void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
7877
0
{
7878
0
    if (ImGuiWindow* window = FindWindowByName(name))
7879
0
        SetWindowSize(window, size, cond);
7880
0
}
7881
7882
void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
7883
0
{
7884
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7885
0
    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
7886
0
        return;
7887
0
    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7888
7889
    // Set
7890
0
    window->Collapsed = collapsed;
7891
0
}
7892
7893
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
7894
0
{
7895
0
    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters
7896
0
    window->HitTestHoleSize = ImVec2ih(size);
7897
0
    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
7898
0
}
7899
7900
void ImGui::SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window)
7901
0
{
7902
0
    window->Hidden = window->SkipItems = true;
7903
0
    window->HiddenFramesCanSkipItems = 1;
7904
0
}
7905
7906
void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
7907
0
{
7908
0
    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
7909
0
}
7910
7911
bool ImGui::IsWindowCollapsed()
7912
0
{
7913
0
    ImGuiWindow* window = GetCurrentWindowRead();
7914
0
    return window->Collapsed;
7915
0
}
7916
7917
bool ImGui::IsWindowAppearing()
7918
0
{
7919
0
    ImGuiWindow* window = GetCurrentWindowRead();
7920
0
    return window->Appearing;
7921
0
}
7922
7923
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
7924
0
{
7925
0
    if (ImGuiWindow* window = FindWindowByName(name))
7926
0
        SetWindowCollapsed(window, collapsed, cond);
7927
0
}
7928
7929
void ImGui::SetWindowFocus()
7930
0
{
7931
0
    FocusWindow(GImGui->CurrentWindow);
7932
0
}
7933
7934
void ImGui::SetWindowFocus(const char* name)
7935
0
{
7936
0
    if (name)
7937
0
    {
7938
0
        if (ImGuiWindow* window = FindWindowByName(name))
7939
0
            FocusWindow(window);
7940
0
    }
7941
0
    else
7942
0
    {
7943
0
        FocusWindow(NULL);
7944
0
    }
7945
0
}
7946
7947
void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
7948
0
{
7949
0
    ImGuiContext& g = *GImGui;
7950
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7951
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
7952
0
    g.NextWindowData.PosVal = pos;
7953
0
    g.NextWindowData.PosPivotVal = pivot;
7954
0
    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
7955
0
    g.NextWindowData.PosUndock = true;
7956
0
}
7957
7958
void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
7959
0
{
7960
0
    ImGuiContext& g = *GImGui;
7961
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7962
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
7963
0
    g.NextWindowData.SizeVal = size;
7964
0
    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
7965
0
}
7966
7967
void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
7968
0
{
7969
0
    ImGuiContext& g = *GImGui;
7970
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
7971
0
    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
7972
0
    g.NextWindowData.SizeCallback = custom_callback;
7973
0
    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
7974
0
}
7975
7976
// Content size = inner scrollable rectangle, padded with WindowPadding.
7977
// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
7978
void ImGui::SetNextWindowContentSize(const ImVec2& size)
7979
0
{
7980
0
    ImGuiContext& g = *GImGui;
7981
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
7982
0
    g.NextWindowData.ContentSizeVal = ImFloor(size);
7983
0
}
7984
7985
void ImGui::SetNextWindowScroll(const ImVec2& scroll)
7986
0
{
7987
0
    ImGuiContext& g = *GImGui;
7988
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
7989
0
    g.NextWindowData.ScrollVal = scroll;
7990
0
}
7991
7992
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
7993
0
{
7994
0
    ImGuiContext& g = *GImGui;
7995
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7996
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
7997
0
    g.NextWindowData.CollapsedVal = collapsed;
7998
0
    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
7999
0
}
8000
8001
void ImGui::SetNextWindowFocus()
8002
0
{
8003
0
    ImGuiContext& g = *GImGui;
8004
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
8005
0
}
8006
8007
void ImGui::SetNextWindowBgAlpha(float alpha)
8008
0
{
8009
0
    ImGuiContext& g = *GImGui;
8010
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
8011
0
    g.NextWindowData.BgAlphaVal = alpha;
8012
0
}
8013
8014
void ImGui::SetNextWindowViewport(ImGuiID id)
8015
0
{
8016
0
    ImGuiContext& g = *GImGui;
8017
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
8018
0
    g.NextWindowData.ViewportId = id;
8019
0
}
8020
8021
void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
8022
0
{
8023
0
    ImGuiContext& g = *GImGui;
8024
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
8025
0
    g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
8026
0
    g.NextWindowData.DockId = id;
8027
0
}
8028
8029
void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
8030
0
{
8031
0
    ImGuiContext& g = *GImGui;
8032
0
    IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
8033
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
8034
0
    g.NextWindowData.WindowClass = *window_class;
8035
0
}
8036
8037
ImDrawList* ImGui::GetWindowDrawList()
8038
0
{
8039
0
    ImGuiWindow* window = GetCurrentWindow();
8040
0
    return window->DrawList;
8041
0
}
8042
8043
float ImGui::GetWindowDpiScale()
8044
0
{
8045
0
    ImGuiContext& g = *GImGui;
8046
0
    return g.CurrentDpiScale;
8047
0
}
8048
8049
ImGuiViewport* ImGui::GetWindowViewport()
8050
0
{
8051
0
    ImGuiContext& g = *GImGui;
8052
0
    IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
8053
0
    return g.CurrentViewport;
8054
0
}
8055
8056
ImFont* ImGui::GetFont()
8057
0
{
8058
0
    return GImGui->Font;
8059
0
}
8060
8061
float ImGui::GetFontSize()
8062
0
{
8063
0
    return GImGui->FontSize;
8064
0
}
8065
8066
ImVec2 ImGui::GetFontTexUvWhitePixel()
8067
0
{
8068
0
    return GImGui->DrawListSharedData.TexUvWhitePixel;
8069
0
}
8070
8071
void ImGui::SetWindowFontScale(float scale)
8072
0
{
8073
0
    IM_ASSERT(scale > 0.0f);
8074
0
    ImGuiContext& g = *GImGui;
8075
0
    ImGuiWindow* window = GetCurrentWindow();
8076
0
    window->FontWindowScale = scale;
8077
0
    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
8078
0
}
8079
8080
void ImGui::ActivateItem(ImGuiID id)
8081
0
{
8082
0
    ImGuiContext& g = *GImGui;
8083
0
    g.NavNextActivateId = id;
8084
0
    g.NavNextActivateFlags = ImGuiActivateFlags_None;
8085
0
}
8086
8087
void ImGui::PushFocusScope(ImGuiID id)
8088
0
{
8089
0
    ImGuiContext& g = *GImGui;
8090
0
    g.FocusScopeStack.push_back(id);
8091
0
    g.CurrentFocusScopeId = id;
8092
0
}
8093
8094
void ImGui::PopFocusScope()
8095
0
{
8096
0
    ImGuiContext& g = *GImGui;
8097
0
    IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
8098
0
    g.FocusScopeStack.pop_back();
8099
0
    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0;
8100
0
}
8101
8102
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
8103
void ImGui::SetKeyboardFocusHere(int offset)
8104
0
{
8105
0
    ImGuiContext& g = *GImGui;
8106
0
    ImGuiWindow* window = g.CurrentWindow;
8107
0
    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
8108
0
    IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
8109
8110
    // It makes sense in the vast majority of cases to never interrupt a drag and drop.
8111
    // When we refactor this function into ActivateItem() we may want to make this an option.
8112
    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
8113
    // is also automatically dropped in the event g.ActiveId is stolen.
8114
0
    if (g.DragDropActive || g.MovingWindow != NULL)
8115
0
    {
8116
0
        IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere() ignored while DragDropActive!\n");
8117
0
        return;
8118
0
    }
8119
8120
0
    SetNavWindow(window);
8121
8122
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8123
0
    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
8124
0
    if (offset == -1)
8125
0
    {
8126
0
        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8127
0
    }
8128
0
    else
8129
0
    {
8130
0
        g.NavTabbingDir = 1;
8131
0
        g.NavTabbingCounter = offset + 1;
8132
0
    }
8133
0
}
8134
8135
void ImGui::SetItemDefaultFocus()
8136
0
{
8137
0
    ImGuiContext& g = *GImGui;
8138
0
    ImGuiWindow* window = g.CurrentWindow;
8139
0
    if (!window->Appearing)
8140
0
        return;
8141
0
    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent)
8142
0
        return;
8143
8144
0
    g.NavInitRequest = false;
8145
0
    g.NavInitResultId = g.LastItemData.ID;
8146
0
    g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect);
8147
0
    NavUpdateAnyRequestFlag();
8148
8149
    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
8150
0
    if (!window->ClipRect.Contains(g.LastItemData.Rect))
8151
0
        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
8152
0
}
8153
8154
void ImGui::SetStateStorage(ImGuiStorage* tree)
8155
0
{
8156
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8157
0
    window->DC.StateStorage = tree ? tree : &window->StateStorage;
8158
0
}
8159
8160
ImGuiStorage* ImGui::GetStateStorage()
8161
0
{
8162
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8163
0
    return window->DC.StateStorage;
8164
0
}
8165
8166
void ImGui::PushID(const char* str_id)
8167
0
{
8168
0
    ImGuiContext& g = *GImGui;
8169
0
    ImGuiWindow* window = g.CurrentWindow;
8170
0
    ImGuiID id = window->GetID(str_id);
8171
0
    window->IDStack.push_back(id);
8172
0
}
8173
8174
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
8175
0
{
8176
0
    ImGuiContext& g = *GImGui;
8177
0
    ImGuiWindow* window = g.CurrentWindow;
8178
0
    ImGuiID id = window->GetID(str_id_begin, str_id_end);
8179
0
    window->IDStack.push_back(id);
8180
0
}
8181
8182
void ImGui::PushID(const void* ptr_id)
8183
0
{
8184
0
    ImGuiContext& g = *GImGui;
8185
0
    ImGuiWindow* window = g.CurrentWindow;
8186
0
    ImGuiID id = window->GetID(ptr_id);
8187
0
    window->IDStack.push_back(id);
8188
0
}
8189
8190
void ImGui::PushID(int int_id)
8191
0
{
8192
0
    ImGuiContext& g = *GImGui;
8193
0
    ImGuiWindow* window = g.CurrentWindow;
8194
0
    ImGuiID id = window->GetID(int_id);
8195
0
    window->IDStack.push_back(id);
8196
0
}
8197
8198
// Push a given id value ignoring the ID stack as a seed.
8199
void ImGui::PushOverrideID(ImGuiID id)
8200
0
{
8201
0
    ImGuiContext& g = *GImGui;
8202
0
    ImGuiWindow* window = g.CurrentWindow;
8203
0
    if (g.DebugHookIdInfo == id)
8204
0
        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
8205
0
    window->IDStack.push_back(id);
8206
0
}
8207
8208
// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
8209
// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level.
8210
//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
8211
ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
8212
0
{
8213
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
8214
0
    ImGuiContext& g = *GImGui;
8215
0
    if (g.DebugHookIdInfo == id)
8216
0
        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
8217
0
    return id;
8218
0
}
8219
8220
ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
8221
0
{
8222
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
8223
0
    ImGuiContext& g = *GImGui;
8224
0
    if (g.DebugHookIdInfo == id)
8225
0
        DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
8226
0
    return id;
8227
0
}
8228
8229
void ImGui::PopID()
8230
0
{
8231
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8232
0
    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
8233
0
    window->IDStack.pop_back();
8234
0
}
8235
8236
ImGuiID ImGui::GetID(const char* str_id)
8237
0
{
8238
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8239
0
    return window->GetID(str_id);
8240
0
}
8241
8242
ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
8243
0
{
8244
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8245
0
    return window->GetID(str_id_begin, str_id_end);
8246
0
}
8247
8248
ImGuiID ImGui::GetID(const void* ptr_id)
8249
0
{
8250
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8251
0
    return window->GetID(ptr_id);
8252
0
}
8253
8254
bool ImGui::IsRectVisible(const ImVec2& size)
8255
0
{
8256
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8257
0
    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
8258
0
}
8259
8260
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
8261
0
{
8262
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8263
0
    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
8264
0
}
8265
8266
8267
//-----------------------------------------------------------------------------
8268
// [SECTION] INPUTS
8269
//-----------------------------------------------------------------------------
8270
// - GetKeyData() [Internal]
8271
// - GetKeyIndex() [Internal]
8272
// - GetKeyName()
8273
// - GetKeyChordName() [Internal]
8274
// - CalcTypematicRepeatAmount() [Internal]
8275
// - GetTypematicRepeatRate() [Internal]
8276
// - GetKeyPressedAmount() [Internal]
8277
// - GetKeyMagnitude2d() [Internal]
8278
//-----------------------------------------------------------------------------
8279
// - UpdateKeyRoutingTable() [Internal]
8280
// - GetRoutingIdFromOwnerId() [Internal]
8281
// - GetShortcutRoutingData() [Internal]
8282
// - CalcRoutingScore() [Internal]
8283
// - SetShortcutRouting() [Internal]
8284
// - TestShortcutRouting() [Internal]
8285
//-----------------------------------------------------------------------------
8286
// - IsKeyDown()
8287
// - IsKeyPressed()
8288
// - IsKeyReleased()
8289
//-----------------------------------------------------------------------------
8290
// - IsMouseDown()
8291
// - IsMouseClicked()
8292
// - IsMouseReleased()
8293
// - IsMouseDoubleClicked()
8294
// - GetMouseClickedCount()
8295
// - IsMouseHoveringRect() [Internal]
8296
// - IsMouseDragPastThreshold() [Internal]
8297
// - IsMouseDragging()
8298
// - GetMousePos()
8299
// - GetMousePosOnOpeningCurrentPopup()
8300
// - IsMousePosValid()
8301
// - IsAnyMouseDown()
8302
// - GetMouseDragDelta()
8303
// - ResetMouseDragDelta()
8304
// - GetMouseCursor()
8305
// - SetMouseCursor()
8306
//-----------------------------------------------------------------------------
8307
// - UpdateAliasKey()
8308
// - GetMergedModsFromKeys()
8309
// - UpdateKeyboardInputs()
8310
// - UpdateMouseInputs()
8311
//-----------------------------------------------------------------------------
8312
// - LockWheelingWindow [Internal]
8313
// - FindBestWheelingWindow [Internal]
8314
// - UpdateMouseWheel() [Internal]
8315
//-----------------------------------------------------------------------------
8316
// - SetNextFrameWantCaptureKeyboard()
8317
// - SetNextFrameWantCaptureMouse()
8318
//-----------------------------------------------------------------------------
8319
// - GetInputSourceName() [Internal]
8320
// - DebugPrintInputEvent() [Internal]
8321
// - UpdateInputEvents() [Internal]
8322
//-----------------------------------------------------------------------------
8323
// - GetKeyOwner() [Internal]
8324
// - TestKeyOwner() [Internal]
8325
// - SetKeyOwner() [Internal]
8326
// - SetItemKeyOwner() [Internal]
8327
// - Shortcut() [Internal]
8328
//-----------------------------------------------------------------------------
8329
8330
ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
8331
0
{
8332
0
    ImGuiContext& g = *ctx;
8333
8334
    // Special storage location for mods
8335
0
    if (key & ImGuiMod_Mask_)
8336
0
        key = ConvertSingleModFlagToKey(ctx, key);
8337
8338
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8339
    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
8340
    if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
8341
        key = (ImGuiKey)g.IO.KeyMap[key];  // Remap native->imgui or imgui->native
8342
#else
8343
0
    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
8344
0
#endif
8345
0
    return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
8346
0
}
8347
8348
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8349
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
8350
{
8351
    ImGuiContext& g = *GImGui;
8352
    IM_ASSERT(IsNamedKey(key));
8353
    const ImGuiKeyData* key_data = GetKeyData(key);
8354
    return (ImGuiKey)(key_data - g.IO.KeysData);
8355
}
8356
#endif
8357
8358
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
8359
static const char* const GKeyNames[] =
8360
{
8361
    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
8362
    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
8363
    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
8364
    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
8365
    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
8366
    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
8367
    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
8368
    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
8369
    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
8370
    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
8371
    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
8372
    "GamepadStart", "GamepadBack",
8373
    "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
8374
    "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
8375
    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
8376
    "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
8377
    "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
8378
    "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
8379
    "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
8380
};
8381
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
8382
8383
const char* ImGui::GetKeyName(ImGuiKey key)
8384
0
{
8385
0
    ImGuiContext& g = *GImGui;
8386
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
8387
0
    IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
8388
#else
8389
    if (IsLegacyKey(key))
8390
    {
8391
        if (g.IO.KeyMap[key] == -1)
8392
            return "N/A";
8393
        IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));
8394
        key = (ImGuiKey)g.IO.KeyMap[key];
8395
    }
8396
#endif
8397
0
    if (key == ImGuiKey_None)
8398
0
        return "None";
8399
0
    if (key & ImGuiMod_Mask_)
8400
0
        key = ConvertSingleModFlagToKey(&g, key);
8401
0
    if (!IsNamedKey(key))
8402
0
        return "Unknown";
8403
8404
0
    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
8405
0
}
8406
8407
// ImGuiMod_Shortcut is translated to either Ctrl or Super.
8408
void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size)
8409
0
{
8410
0
    ImGuiContext& g = *GImGui;
8411
0
    if (key_chord & ImGuiMod_Shortcut)
8412
0
        key_chord = ConvertShortcutMod(key_chord);
8413
0
    ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s",
8414
0
        (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
8415
0
        (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
8416
0
        (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
8417
0
        (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "",
8418
0
        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
8419
0
}
8420
8421
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
8422
// t1 = current time (e.g.: g.Time)
8423
// An event is triggered at:
8424
//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N
8425
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
8426
0
{
8427
0
    if (t1 == 0.0f)
8428
0
        return 1;
8429
0
    if (t0 >= t1)
8430
0
        return 0;
8431
0
    if (repeat_rate <= 0.0f)
8432
0
        return (t0 < repeat_delay) && (t1 >= repeat_delay);
8433
0
    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
8434
0
    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
8435
0
    const int count = count_t1 - count_t0;
8436
0
    return count;
8437
0
}
8438
8439
void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
8440
0
{
8441
0
    ImGuiContext& g = *GImGui;
8442
0
    switch (flags & ImGuiInputFlags_RepeatRateMask_)
8443
0
    {
8444
0
    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
8445
0
    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
8446
0
    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
8447
0
    }
8448
0
}
8449
8450
// Return value representing the number of presses in the last time period, for the given repeat rate
8451
// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
8452
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
8453
0
{
8454
0
    ImGuiContext& g = *GImGui;
8455
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8456
0
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8457
0
        return 0;
8458
0
    const float t = key_data->DownDuration;
8459
0
    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
8460
0
}
8461
8462
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
8463
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
8464
0
{
8465
0
    return ImVec2(
8466
0
        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
8467
0
        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
8468
0
}
8469
8470
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
8471
//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D
8472
//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6
8473
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
8474
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
8475
0
{
8476
0
    ImGuiContext& g = *GImGui;
8477
0
    rt->EntriesNext.resize(0);
8478
0
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
8479
0
    {
8480
0
        const int new_routing_start_idx = rt->EntriesNext.Size;
8481
0
        ImGuiKeyRoutingData* routing_entry;
8482
0
        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
8483
0
        {
8484
0
            routing_entry = &rt->Entries[old_routing_idx];
8485
0
            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
8486
0
            routing_entry->RoutingNext = ImGuiKeyOwner_None;
8487
0
            routing_entry->RoutingNextScore = 255;
8488
0
            if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
8489
0
                continue;
8490
0
            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
8491
8492
            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
8493
0
            if (routing_entry->Mods == g.IO.KeyMods)
8494
0
            {
8495
0
                ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
8496
0
                if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
8497
0
                    owner_data->OwnerCurr = routing_entry->RoutingCurr;
8498
0
            }
8499
0
        }
8500
8501
        // Rewrite linked-list
8502
0
        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
8503
0
        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
8504
0
            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
8505
0
    }
8506
0
    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
8507
0
}
8508
8509
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
8510
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
8511
0
{
8512
0
    ImGuiContext& g = *GImGui;
8513
0
    return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
8514
0
}
8515
8516
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
8517
0
{
8518
    // Majority of shortcuts will be Key + any number of Mods
8519
    // We accept _Single_ mod with ImGuiKey_None.
8520
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal
8521
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal
8522
    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal
8523
    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal
8524
0
    ImGuiContext& g = *GImGui;
8525
0
    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
8526
0
    ImGuiKeyRoutingData* routing_data;
8527
0
    if (key_chord & ImGuiMod_Shortcut)
8528
0
        key_chord = ConvertShortcutMod(key_chord);
8529
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8530
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
8531
0
    if (key == ImGuiKey_None)
8532
0
        key = ConvertSingleModFlagToKey(&g, mods);
8533
0
    IM_ASSERT(IsNamedKey(key));
8534
8535
    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
8536
    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
8537
0
    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
8538
0
    {
8539
0
        routing_data = &rt->Entries[idx];
8540
0
        if (routing_data->Mods == mods)
8541
0
            return routing_data;
8542
0
    }
8543
8544
    // Add to linked-list
8545
0
    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
8546
0
    rt->Entries.push_back(ImGuiKeyRoutingData());
8547
0
    routing_data = &rt->Entries[routing_data_idx];
8548
0
    routing_data->Mods = (ImU16)mods;
8549
0
    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
8550
0
    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
8551
0
    return routing_data;
8552
0
}
8553
8554
// Current score encoding (lower is highest priority):
8555
//  -   0: ImGuiInputFlags_RouteGlobalHigh
8556
//  -   1: ImGuiInputFlags_RouteFocused (if item active)
8557
//  -   2: ImGuiInputFlags_RouteGlobal
8558
//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
8559
//  - 254: ImGuiInputFlags_RouteGlobalLow
8560
//  - 255: never route
8561
// 'flags' should include an explicit routing policy
8562
static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)
8563
0
{
8564
0
    if (flags & ImGuiInputFlags_RouteFocused)
8565
0
    {
8566
0
        ImGuiContext& g = *GImGui;
8567
0
        ImGuiWindow* focused = g.NavWindow;
8568
8569
        // ActiveID gets top priority
8570
        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
8571
0
        if (owner_id != 0 && g.ActiveId == owner_id)
8572
0
            return 1;
8573
8574
        // Score based on distance to focused window (lower is better)
8575
        // Assuming both windows are submitting a routing request,
8576
        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
8577
        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)
8578
        // Assuming only WindowA is submitting a routing request,
8579
        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
8580
0
        if (focused != NULL && focused->RootWindow == location->RootWindow)
8581
0
            for (int next_score = 3; focused != NULL; next_score++)
8582
0
            {
8583
0
                if (focused == location)
8584
0
                {
8585
0
                    IM_ASSERT(next_score < 255);
8586
0
                    return next_score;
8587
0
                }
8588
0
                focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
8589
0
            }
8590
0
        return 255;
8591
0
    }
8592
8593
    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
8594
0
    if (flags & ImGuiInputFlags_RouteGlobal)
8595
0
        return 2;
8596
0
    if (flags & ImGuiInputFlags_RouteGlobalLow)
8597
0
        return 254;
8598
0
    return 0;
8599
0
}
8600
8601
// Request a desired route for an input chord (key + mods).
8602
// Return true if the route is available this frame.
8603
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
8604
//   (Conceptually this does a "Submit for next frame" + "Test for current frame".
8605
//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
8606
// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
8607
// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.
8608
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
8609
0
{
8610
0
    ImGuiContext& g = *GImGui;
8611
0
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
8612
0
        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
8613
0
    else
8614
0
        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
8615
8616
0
    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
8617
0
        if (g.NavWindow == NULL)
8618
0
            return false;
8619
0
    if (flags & ImGuiInputFlags_RouteAlways)
8620
0
        return true;
8621
8622
0
    const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);
8623
0
    if (score == 255)
8624
0
        return false;
8625
8626
    // Submit routing for NEXT frame (assuming score is sufficient)
8627
    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
8628
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
8629
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8630
    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
8631
0
    if (score < routing_data->RoutingNextScore)
8632
0
    {
8633
0
        routing_data->RoutingNext = routing_id;
8634
0
        routing_data->RoutingNextScore = (ImU8)score;
8635
0
    }
8636
8637
    // Return routing state for CURRENT frame
8638
0
    return routing_data->RoutingCurr == routing_id;
8639
0
}
8640
8641
// Currently unused by core (but used by tests)
8642
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
8643
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
8644
0
{
8645
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8646
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
8647
0
    return routing_data->RoutingCurr == routing_id;
8648
0
}
8649
8650
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
8651
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
8652
bool ImGui::IsKeyDown(ImGuiKey key)
8653
0
{
8654
0
    return IsKeyDown(key, ImGuiKeyOwner_Any);
8655
0
}
8656
8657
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
8658
0
{
8659
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8660
0
    if (!key_data->Down)
8661
0
        return false;
8662
0
    if (!TestKeyOwner(key, owner_id))
8663
0
        return false;
8664
0
    return true;
8665
0
}
8666
8667
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
8668
0
{
8669
0
    return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8670
0
}
8671
8672
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
8673
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
8674
0
{
8675
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8676
0
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8677
0
        return false;
8678
0
    const float t = key_data->DownDuration;
8679
0
    if (t < 0.0f)
8680
0
        return false;
8681
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
8682
8683
0
    bool pressed = (t == 0.0f);
8684
0
    if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
8685
0
    {
8686
0
        float repeat_delay, repeat_rate;
8687
0
        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
8688
0
        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
8689
0
    }
8690
0
    if (!pressed)
8691
0
        return false;
8692
0
    if (!TestKeyOwner(key, owner_id))
8693
0
        return false;
8694
0
    return true;
8695
0
}
8696
8697
bool ImGui::IsKeyReleased(ImGuiKey key)
8698
0
{
8699
0
    return IsKeyReleased(key, ImGuiKeyOwner_Any);
8700
0
}
8701
8702
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
8703
0
{
8704
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8705
0
    if (key_data->DownDurationPrev < 0.0f || key_data->Down)
8706
0
        return false;
8707
0
    if (!TestKeyOwner(key, owner_id))
8708
0
        return false;
8709
0
    return true;
8710
0
}
8711
8712
bool ImGui::IsMouseDown(ImGuiMouseButton button)
8713
0
{
8714
0
    ImGuiContext& g = *GImGui;
8715
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8716
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
8717
0
}
8718
8719
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
8720
0
{
8721
0
    ImGuiContext& g = *GImGui;
8722
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8723
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
8724
0
}
8725
8726
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
8727
0
{
8728
0
    return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8729
0
}
8730
8731
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
8732
0
{
8733
0
    ImGuiContext& g = *GImGui;
8734
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8735
0
    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8736
0
        return false;
8737
0
    const float t = g.IO.MouseDownDuration[button];
8738
0
    if (t < 0.0f)
8739
0
        return false;
8740
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
8741
8742
0
    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
8743
0
    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
8744
0
    if (!pressed)
8745
0
        return false;
8746
8747
0
    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
8748
0
        return false;
8749
8750
0
    return true;
8751
0
}
8752
8753
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
8754
0
{
8755
0
    ImGuiContext& g = *GImGui;
8756
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8757
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
8758
0
}
8759
8760
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
8761
0
{
8762
0
    ImGuiContext& g = *GImGui;
8763
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8764
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
8765
0
}
8766
8767
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
8768
0
{
8769
0
    ImGuiContext& g = *GImGui;
8770
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8771
0
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
8772
0
}
8773
8774
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
8775
0
{
8776
0
    ImGuiContext& g = *GImGui;
8777
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8778
0
    return g.IO.MouseClickedCount[button];
8779
0
}
8780
8781
// Test if mouse cursor is hovering given rectangle
8782
// NB- Rectangle is clipped by our current clip setting
8783
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
8784
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
8785
0
{
8786
0
    ImGuiContext& g = *GImGui;
8787
8788
    // Clip
8789
0
    ImRect rect_clipped(r_min, r_max);
8790
0
    if (clip)
8791
0
        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
8792
8793
    // Expand for touch input
8794
0
    const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
8795
0
    if (!rect_for_touch.Contains(g.IO.MousePos))
8796
0
        return false;
8797
0
    if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
8798
0
        return false;
8799
0
    return true;
8800
0
}
8801
8802
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
8803
// [Internal] This doesn't test if the button is pressed
8804
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
8805
0
{
8806
0
    ImGuiContext& g = *GImGui;
8807
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8808
0
    if (lock_threshold < 0.0f)
8809
0
        lock_threshold = g.IO.MouseDragThreshold;
8810
0
    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
8811
0
}
8812
8813
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
8814
0
{
8815
0
    ImGuiContext& g = *GImGui;
8816
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8817
0
    if (!g.IO.MouseDown[button])
8818
0
        return false;
8819
0
    return IsMouseDragPastThreshold(button, lock_threshold);
8820
0
}
8821
8822
ImVec2 ImGui::GetMousePos()
8823
0
{
8824
0
    ImGuiContext& g = *GImGui;
8825
0
    return g.IO.MousePos;
8826
0
}
8827
8828
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
8829
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
8830
0
{
8831
0
    ImGuiContext& g = *GImGui;
8832
0
    if (g.BeginPopupStack.Size > 0)
8833
0
        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
8834
0
    return g.IO.MousePos;
8835
0
}
8836
8837
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
8838
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
8839
0
{
8840
    // The assert is only to silence a false-positive in XCode Static Analysis.
8841
    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
8842
0
    IM_ASSERT(GImGui != NULL);
8843
0
    const float MOUSE_INVALID = -256000.0f;
8844
0
    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
8845
0
    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
8846
0
}
8847
8848
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
8849
bool ImGui::IsAnyMouseDown()
8850
0
{
8851
0
    ImGuiContext& g = *GImGui;
8852
0
    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
8853
0
        if (g.IO.MouseDown[n])
8854
0
            return true;
8855
0
    return false;
8856
0
}
8857
8858
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
8859
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
8860
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
8861
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
8862
0
{
8863
0
    ImGuiContext& g = *GImGui;
8864
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8865
0
    if (lock_threshold < 0.0f)
8866
0
        lock_threshold = g.IO.MouseDragThreshold;
8867
0
    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
8868
0
        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
8869
0
            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
8870
0
                return g.IO.MousePos - g.IO.MouseClickedPos[button];
8871
0
    return ImVec2(0.0f, 0.0f);
8872
0
}
8873
8874
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
8875
0
{
8876
0
    ImGuiContext& g = *GImGui;
8877
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8878
    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
8879
0
    g.IO.MouseClickedPos[button] = g.IO.MousePos;
8880
0
}
8881
8882
// Get desired mouse cursor shape.
8883
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
8884
// updated during the frame, and locked in EndFrame()/Render().
8885
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
8886
ImGuiMouseCursor ImGui::GetMouseCursor()
8887
0
{
8888
0
    ImGuiContext& g = *GImGui;
8889
0
    return g.MouseCursor;
8890
0
}
8891
8892
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
8893
0
{
8894
0
    ImGuiContext& g = *GImGui;
8895
0
    g.MouseCursor = cursor_type;
8896
0
}
8897
8898
static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
8899
0
{
8900
0
    IM_ASSERT(ImGui::IsAliasKey(key));
8901
0
    ImGuiKeyData* key_data = ImGui::GetKeyData(key);
8902
0
    key_data->Down = v;
8903
0
    key_data->AnalogValue = analog_value;
8904
0
}
8905
8906
// [Internal] Do not use directly
8907
static ImGuiKeyChord GetMergedModsFromKeys()
8908
0
{
8909
0
    ImGuiKeyChord mods = 0;
8910
0
    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }
8911
0
    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }
8912
0
    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }
8913
0
    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }
8914
0
    return mods;
8915
0
}
8916
8917
static void ImGui::UpdateKeyboardInputs()
8918
0
{
8919
0
    ImGuiContext& g = *GImGui;
8920
0
    ImGuiIO& io = g.IO;
8921
8922
    // Import legacy keys or verify they are not used
8923
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8924
    if (io.BackendUsingLegacyKeyArrays == 0)
8925
    {
8926
        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
8927
        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
8928
            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
8929
    }
8930
    else
8931
    {
8932
        if (g.FrameCount == 0)
8933
            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
8934
                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
8935
8936
        // Build reverse KeyMap (Named -> Legacy)
8937
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
8938
            if (io.KeyMap[n] != -1)
8939
            {
8940
                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
8941
                io.KeyMap[io.KeyMap[n]] = n;
8942
            }
8943
8944
        // Import legacy keys into new ones
8945
        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
8946
            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
8947
            {
8948
                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
8949
                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
8950
                io.KeysData[key].Down = io.KeysDown[n];
8951
                if (key != n)
8952
                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
8953
                io.BackendUsingLegacyKeyArrays = 1;
8954
            }
8955
        if (io.BackendUsingLegacyKeyArrays == 1)
8956
        {
8957
            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
8958
            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
8959
            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
8960
            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
8961
        }
8962
    }
8963
8964
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8965
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
8966
    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
8967
    {
8968
        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
8969
        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
8970
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
8971
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
8972
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
8973
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
8974
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
8975
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
8976
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
8977
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
8978
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
8979
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
8980
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
8981
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
8982
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
8983
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
8984
        #undef NAV_MAP_KEY
8985
    }
8986
#endif
8987
#endif
8988
8989
    // Update aliases
8990
0
    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
8991
0
        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
8992
0
    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
8993
0
    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
8994
8995
    // Synchronize io.KeyMods and io.KeyXXX values.
8996
    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.
8997
    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
8998
    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
8999
0
    io.KeyMods = GetMergedModsFromKeys();
9000
0
    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
9001
0
    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
9002
0
    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
9003
0
    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
9004
9005
    // Clear gamepad data if disabled
9006
0
    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
9007
0
        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
9008
0
        {
9009
0
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
9010
0
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
9011
0
        }
9012
9013
    // Update keys
9014
0
    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
9015
0
    {
9016
0
        ImGuiKeyData* key_data = &io.KeysData[i];
9017
0
        key_data->DownDurationPrev = key_data->DownDuration;
9018
0
        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
9019
0
    }
9020
9021
    // Update keys/input owner (named keys only): one entry per key
9022
0
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
9023
0
    {
9024
0
        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
9025
0
        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
9026
0
        owner_data->OwnerCurr = owner_data->OwnerNext;
9027
0
        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
9028
0
            owner_data->OwnerNext = ImGuiKeyOwner_None;
9029
0
        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore
9030
0
    }
9031
9032
0
    UpdateKeyRoutingTable(&g.KeysRoutingTable);
9033
0
}
9034
9035
static void ImGui::UpdateMouseInputs()
9036
0
{
9037
0
    ImGuiContext& g = *GImGui;
9038
0
    ImGuiIO& io = g.IO;
9039
9040
    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
9041
0
    if (IsMousePosValid(&io.MousePos))
9042
0
        io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);
9043
9044
    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
9045
0
    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
9046
0
        io.MouseDelta = io.MousePos - io.MousePosPrev;
9047
0
    else
9048
0
        io.MouseDelta = ImVec2(0.0f, 0.0f);
9049
9050
    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
9051
0
    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
9052
0
        g.NavDisableMouseHover = false;
9053
9054
0
    io.MousePosPrev = io.MousePos;
9055
0
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
9056
0
    {
9057
0
        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
9058
0
        io.MouseClickedCount[i] = 0; // Will be filled below
9059
0
        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
9060
0
        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
9061
0
        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
9062
0
        if (io.MouseClicked[i])
9063
0
        {
9064
0
            bool is_repeated_click = false;
9065
0
            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
9066
0
            {
9067
0
                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9068
0
                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
9069
0
                    is_repeated_click = true;
9070
0
            }
9071
0
            if (is_repeated_click)
9072
0
                io.MouseClickedLastCount[i]++;
9073
0
            else
9074
0
                io.MouseClickedLastCount[i] = 1;
9075
0
            io.MouseClickedTime[i] = g.Time;
9076
0
            io.MouseClickedPos[i] = io.MousePos;
9077
0
            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
9078
0
            io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
9079
0
            io.MouseDragMaxDistanceSqr[i] = 0.0f;
9080
0
        }
9081
0
        else if (io.MouseDown[i])
9082
0
        {
9083
            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
9084
0
            ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9085
0
            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
9086
0
            io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
9087
0
            io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
9088
0
        }
9089
9090
        // We provide io.MouseDoubleClicked[] as a legacy service
9091
0
        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
9092
9093
        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
9094
0
        if (io.MouseClicked[i])
9095
0
            g.NavDisableMouseHover = false;
9096
0
    }
9097
0
}
9098
9099
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
9100
0
{
9101
0
    ImGuiContext& g = *GImGui;
9102
0
    if (window)
9103
0
        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
9104
0
    else
9105
0
        g.WheelingWindowReleaseTimer = 0.0f;
9106
0
    if (g.WheelingWindow == window)
9107
0
        return;
9108
0
    IMGUI_DEBUG_LOG_IO("LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
9109
0
    g.WheelingWindow = window;
9110
0
    g.WheelingWindowRefMousePos = g.IO.MousePos;
9111
0
    if (window == NULL)
9112
0
    {
9113
0
        g.WheelingWindowStartFrame = -1;
9114
0
        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
9115
0
    }
9116
0
}
9117
9118
static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
9119
0
{
9120
    // For each axis, find window in the hierarchy that may want to use scrolling
9121
0
    ImGuiContext& g = *GImGui;
9122
0
    ImGuiWindow* windows[2] = { NULL, NULL };
9123
0
    for (int axis = 0; axis < 2; axis++)
9124
0
        if (wheel[axis] != 0.0f)
9125
0
            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
9126
0
            {
9127
                // Bubble up into parent window if:
9128
                // - a child window doesn't allow any scrolling.
9129
                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
9130
                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
9131
0
                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
9132
0
                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
9133
                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
9134
0
                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
9135
0
                    break; // select this window
9136
0
            }
9137
0
    if (windows[0] == NULL && windows[1] == NULL)
9138
0
        return NULL;
9139
9140
    // If there's only one window or only one axis then there's no ambiguity
9141
0
    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
9142
0
        return windows[1] ? windows[1] : windows[0];
9143
9144
    // If candidate are different windows we need to decide which one to prioritize
9145
    // - First frame: only find a winner if one axis is zero.
9146
    // - Subsequent frames: only find a winner when one is more than the other.
9147
0
    if (g.WheelingWindowStartFrame == -1)
9148
0
        g.WheelingWindowStartFrame = g.FrameCount;
9149
0
    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
9150
0
    {
9151
0
        g.WheelingWindowWheelRemainder = wheel;
9152
0
        return NULL;
9153
0
    }
9154
0
    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
9155
0
}
9156
9157
// Called by NewFrame()
9158
void ImGui::UpdateMouseWheel()
9159
0
{
9160
    // Reset the locked window if we move the mouse or after the timer elapses.
9161
    // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
9162
0
    ImGuiContext& g = *GImGui;
9163
0
    if (g.WheelingWindow != NULL)
9164
0
    {
9165
0
        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
9166
0
        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
9167
0
            g.WheelingWindowReleaseTimer = 0.0f;
9168
0
        if (g.WheelingWindowReleaseTimer <= 0.0f)
9169
0
            LockWheelingWindow(NULL, 0.0f);
9170
0
    }
9171
9172
0
    ImVec2 wheel;
9173
0
    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
9174
0
    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
9175
9176
    //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
9177
0
    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
9178
0
    if (!mouse_window || mouse_window->Collapsed)
9179
0
        return;
9180
9181
    // Zoom / Scale window
9182
    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
9183
0
    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
9184
0
    {
9185
0
        LockWheelingWindow(mouse_window, wheel.y);
9186
0
        ImGuiWindow* window = mouse_window;
9187
0
        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
9188
0
        const float scale = new_font_scale / window->FontWindowScale;
9189
0
        window->FontWindowScale = new_font_scale;
9190
0
        if (window == window->RootWindow)
9191
0
        {
9192
0
            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
9193
0
            SetWindowPos(window, window->Pos + offset, 0);
9194
0
            window->Size = ImFloor(window->Size * scale);
9195
0
            window->SizeFull = ImFloor(window->SizeFull * scale);
9196
0
        }
9197
0
        return;
9198
0
    }
9199
0
    if (g.IO.KeyCtrl)
9200
0
        return;
9201
9202
    // Mouse wheel scrolling
9203
    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
9204
    // - We avoid doing it on OSX as it the OS input layer handles this already.
9205
    // - However this means when running on OSX over Emcripten, Shift+WheelY will incur two swappings (1 in OS, 1 here), cancelling the feature.
9206
0
    const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors;
9207
0
    if (swap_axis)
9208
0
    {
9209
0
        wheel.x = wheel.y;
9210
0
        wheel.y = 0.0f;
9211
0
    }
9212
9213
    // Maintain a rough average of moving magnitude on both axises
9214
    // FIXME: should by based on wall clock time rather than frame-counter
9215
0
    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
9216
0
    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
9217
9218
    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
9219
0
    wheel += g.WheelingWindowWheelRemainder;
9220
0
    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
9221
0
    if (wheel.x == 0.0f && wheel.y == 0.0f)
9222
0
        return;
9223
9224
    // Mouse wheel scrolling: find target and apply
9225
    // - don't renew lock if axis doesn't apply on the window.
9226
    // - select a main axis when both axises are being moved.
9227
0
    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
9228
0
        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
9229
0
        {
9230
0
            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
9231
0
            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
9232
0
                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
9233
0
            if (do_scroll[ImGuiAxis_X])
9234
0
            {
9235
0
                LockWheelingWindow(window, wheel.x);
9236
0
                float max_step = window->InnerRect.GetWidth() * 0.67f;
9237
0
                float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
9238
0
                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
9239
0
            }
9240
0
            if (do_scroll[ImGuiAxis_Y])
9241
0
            {
9242
0
                LockWheelingWindow(window, wheel.y);
9243
0
                float max_step = window->InnerRect.GetHeight() * 0.67f;
9244
0
                float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
9245
0
                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
9246
0
            }
9247
0
        }
9248
0
}
9249
9250
void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
9251
0
{
9252
0
    ImGuiContext& g = *GImGui;
9253
0
    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
9254
0
}
9255
9256
void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
9257
0
{
9258
0
    ImGuiContext& g = *GImGui;
9259
0
    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
9260
0
}
9261
9262
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9263
static const char* GetInputSourceName(ImGuiInputSource source)
9264
0
{
9265
0
    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" };
9266
0
    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
9267
0
    return input_source_names[source];
9268
0
}
9269
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
9270
0
{
9271
0
    ImGuiContext& g = *GImGui;
9272
0
    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("%s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("%s: MousePos (%.1f, %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; }
9273
0
    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; }
9274
0
    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("%s: MouseWheel (%.3f, %.3f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; }
9275
0
    if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("%s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
9276
0
    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
9277
0
    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
9278
0
    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
9279
0
}
9280
#endif
9281
9282
// Process input queue
9283
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
9284
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
9285
// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
9286
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
9287
0
{
9288
0
    ImGuiContext& g = *GImGui;
9289
0
    ImGuiIO& io = g.IO;
9290
9291
    // Only trickle chars<>key when working with InputText()
9292
    // FIXME: InputText() could parse event trail?
9293
    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
9294
0
    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
9295
9296
0
    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
9297
0
    int  mouse_button_changed = 0x00;
9298
0
    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
9299
9300
0
    int event_n = 0;
9301
0
    for (; event_n < g.InputEventsQueue.Size; event_n++)
9302
0
    {
9303
0
        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
9304
0
        if (e->Type == ImGuiInputEventType_MousePos)
9305
0
        {
9306
            // Trickling Rule: Stop processing queued events if we already handled a mouse button change
9307
0
            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
9308
0
            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
9309
0
                break;
9310
0
            io.MousePos = event_pos;
9311
0
            mouse_moved = true;
9312
0
        }
9313
0
        else if (e->Type == ImGuiInputEventType_MouseButton)
9314
0
        {
9315
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9316
0
            const ImGuiMouseButton button = e->MouseButton.Button;
9317
0
            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
9318
0
            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
9319
0
                break;
9320
0
            io.MouseDown[button] = e->MouseButton.Down;
9321
0
            mouse_button_changed |= (1 << button);
9322
0
        }
9323
0
        else if (e->Type == ImGuiInputEventType_MouseWheel)
9324
0
        {
9325
            // Trickling Rule: Stop processing queued events if we got multiple action on the event
9326
0
            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
9327
0
                break;
9328
0
            io.MouseWheelH += e->MouseWheel.WheelX;
9329
0
            io.MouseWheel += e->MouseWheel.WheelY;
9330
0
            mouse_wheeled = true;
9331
0
        }
9332
0
        else if (e->Type == ImGuiInputEventType_MouseViewport)
9333
0
        {
9334
0
            io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
9335
0
        }
9336
0
        else if (e->Type == ImGuiInputEventType_Key)
9337
0
        {
9338
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9339
0
            ImGuiKey key = e->Key.Key;
9340
0
            IM_ASSERT(key != ImGuiKey_None);
9341
0
            ImGuiKeyData* key_data = GetKeyData(key);
9342
0
            const int key_data_index = (int)(key_data - g.IO.KeysData);
9343
0
            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
9344
0
                break;
9345
0
            key_data->Down = e->Key.Down;
9346
0
            key_data->AnalogValue = e->Key.AnalogValue;
9347
0
            key_changed = true;
9348
0
            key_changed_mask.SetBit(key_data_index);
9349
9350
            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
9351
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9352
            io.KeysDown[key_data_index] = key_data->Down;
9353
            if (io.KeyMap[key_data_index] != -1)
9354
                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
9355
#endif
9356
0
        }
9357
0
        else if (e->Type == ImGuiInputEventType_Text)
9358
0
        {
9359
            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
9360
0
            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
9361
0
                break;
9362
0
            unsigned int c = e->Text.Char;
9363
0
            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
9364
0
            if (trickle_interleaved_keys_and_text)
9365
0
                text_inputted = true;
9366
0
        }
9367
0
        else if (e->Type == ImGuiInputEventType_Focus)
9368
0
        {
9369
            // We intentionally overwrite this and process in NewFrame(), in order to give a chance
9370
            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
9371
0
            const bool focus_lost = !e->AppFocused.Focused;
9372
0
            io.AppFocusLost = focus_lost;
9373
0
        }
9374
0
        else
9375
0
        {
9376
0
            IM_ASSERT(0 && "Unknown event!");
9377
0
        }
9378
0
    }
9379
9380
    // Record trail (for domain-specific applications wanting to access a precise trail)
9381
    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
9382
0
    for (int n = 0; n < event_n; n++)
9383
0
        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
9384
9385
    // [DEBUG]
9386
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9387
0
    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
9388
0
        for (int n = 0; n < g.InputEventsQueue.Size; n++)
9389
0
            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
9390
0
#endif
9391
9392
    // Remaining events will be processed on the next frame
9393
0
    if (event_n == g.InputEventsQueue.Size)
9394
0
        g.InputEventsQueue.resize(0);
9395
0
    else
9396
0
        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
9397
9398
    // Clear buttons state when focus is lost
9399
    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
9400
    // - we clear in EndFrame() and not now in order allow application/user code polling this flag
9401
    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
9402
0
    if (g.IO.AppFocusLost)
9403
0
        g.IO.ClearInputKeys();
9404
0
}
9405
9406
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
9407
0
{
9408
0
    if (!IsNamedKeyOrModKey(key))
9409
0
        return ImGuiKeyOwner_None;
9410
9411
0
    ImGuiContext& g = *GImGui;
9412
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9413
0
    ImGuiID owner_id = owner_data->OwnerCurr;
9414
9415
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9416
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9417
0
            return ImGuiKeyOwner_None;
9418
9419
0
    return owner_id;
9420
0
}
9421
9422
// TestKeyOwner(..., ID)   : (owner == None || owner == ID)
9423
// TestKeyOwner(..., None) : (owner == None)
9424
// TestKeyOwner(..., Any)  : no owner test
9425
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
9426
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
9427
0
{
9428
0
    if (!IsNamedKeyOrModKey(key))
9429
0
        return true;
9430
9431
0
    ImGuiContext& g = *GImGui;
9432
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9433
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9434
0
            return false;
9435
9436
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9437
0
    if (owner_id == ImGuiKeyOwner_Any)
9438
0
        return (owner_data->LockThisFrame == false);
9439
9440
    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
9441
    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
9442
    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
9443
0
    if (owner_data->OwnerCurr != owner_id)
9444
0
    {
9445
0
        if (owner_data->LockThisFrame)
9446
0
            return false;
9447
0
        if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
9448
0
            return false;
9449
0
    }
9450
9451
0
    return true;
9452
0
}
9453
9454
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
9455
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
9456
// - SetKeyOwner(..., None)              : clears owner
9457
// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)
9458
// - SetKeyOwner(..., Any or None, Lock) : set lock
9459
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9460
0
{
9461
0
    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
9462
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
9463
9464
0
    ImGuiContext& g = *GImGui;
9465
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9466
0
    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
9467
9468
    // We cannot lock by default as it would likely break lots of legacy code.
9469
    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
9470
0
    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
9471
0
    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
9472
0
}
9473
9474
// This is more or less equivalent to:
9475
//   if (IsItemHovered() || IsItemActive())
9476
//       SetKeyOwner(key, GetItemID());
9477
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
9478
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
9479
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
9480
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
9481
0
{
9482
0
    ImGuiContext& g = *GImGui;
9483
0
    ImGuiID id = g.LastItemData.ID;
9484
0
    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
9485
0
        return;
9486
0
    if ((flags & ImGuiInputFlags_CondMask_) == 0)
9487
0
        flags |= ImGuiInputFlags_CondDefault_;
9488
0
    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
9489
0
    {
9490
0
        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
9491
0
        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
9492
0
    }
9493
0
}
9494
9495
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9496
0
{
9497
0
    ImGuiContext& g = *GImGui;
9498
9499
    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
9500
0
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
9501
0
        flags |= ImGuiInputFlags_RouteFocused;
9502
0
    if (!SetShortcutRouting(key_chord, owner_id, flags))
9503
0
        return false;
9504
9505
0
    if (key_chord & ImGuiMod_Shortcut)
9506
0
        key_chord = ConvertShortcutMod(key_chord);
9507
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
9508
0
    if (g.IO.KeyMods != mods)
9509
0
        return false;
9510
9511
    // Special storage location for mods
9512
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9513
0
    if (key == ImGuiKey_None)
9514
0
        key = ConvertSingleModFlagToKey(&g, mods);
9515
9516
0
    if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_))))
9517
0
        return false;
9518
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
9519
9520
0
    return true;
9521
0
}
9522
9523
9524
//-----------------------------------------------------------------------------
9525
// [SECTION] ERROR CHECKING
9526
//-----------------------------------------------------------------------------
9527
9528
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
9529
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
9530
// If this triggers you have an issue:
9531
// - Most commonly: mismatched headers and compiled code version.
9532
// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
9533
//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
9534
//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).
9535
//   Otherwise it is possible that different compilation units would see different structure layout
9536
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
9537
0
{
9538
0
    bool error = false;
9539
0
    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
9540
0
    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
9541
0
    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
9542
0
    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
9543
0
    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
9544
0
    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
9545
0
    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
9546
0
    return !error;
9547
0
}
9548
9549
// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
9550
// This is causing issues and ambiguity and we need to retire that.
9551
// See https://github.com/ocornut/imgui/issues/5548 for more details.
9552
// [Scenario 1]
9553
//  Previously this would make the window content size ~200x200:
9554
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK
9555
//  Instead, please submit an item:
9556
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
9557
//  Alternative:
9558
//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
9559
// [Scenario 2]
9560
//  For reference this is one of the issue what we aim to fix with this change:
9561
//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
9562
//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
9563
//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
9564
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
9565
0
{
9566
0
    ImGuiContext& g = *GImGui;
9567
0
    ImGuiWindow* window = g.CurrentWindow;
9568
0
    IM_ASSERT(window->DC.IsSetPos);
9569
0
    window->DC.IsSetPos = false;
9570
0
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
9571
0
    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
9572
0
        return;
9573
0
    if (window->SkipItems)
9574
0
        return;
9575
0
    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
9576
#else
9577
    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
9578
#endif
9579
0
}
9580
9581
static void ImGui::ErrorCheckNewFrameSanityChecks()
9582
0
{
9583
0
    ImGuiContext& g = *GImGui;
9584
9585
    // Check user IM_ASSERT macro
9586
    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
9587
    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
9588
    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
9589
    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!
9590
    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!
9591
0
    if (true) IM_ASSERT(1); else IM_ASSERT(0);
9592
9593
    // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
9594
    // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
9595
#ifdef __EMSCRIPTEN__
9596
    if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)
9597
        g.IO.DeltaTime = 0.00001f;
9598
#endif
9599
9600
    // Check user data
9601
    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
9602
0
    IM_ASSERT(g.Initialized);
9603
0
    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
9604
0
    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
9605
0
    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
9606
0
    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
9607
0
    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
9608
0
    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");
9609
0
    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
9610
0
    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
9611
0
    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
9612
0
    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
9613
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9614
    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
9615
        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
9616
9617
    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
9618
    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
9619
        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
9620
#endif
9621
9622
    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
9623
0
    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
9624
0
        g.IO.ConfigWindowsResizeFromEdges = false;
9625
9626
    // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
9627
0
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
9628
0
        IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
9629
0
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
9630
0
        IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
9631
9632
    // Perform simple checks: multi-viewport and platform windows support
9633
0
    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
9634
0
    {
9635
0
        if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
9636
0
        {
9637
0
            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
9638
0
            IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
9639
0
            IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
9640
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
9641
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowPos  != NULL && "Platform init didn't install handlers?");
9642
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
9643
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
9644
0
            IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
9645
0
            IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
9646
0
            if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
9647
0
                IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
9648
0
        }
9649
0
        else
9650
0
        {
9651
            // Disable feature, our backends do not support it
9652
0
            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
9653
0
        }
9654
9655
        // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
9656
0
        for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
9657
0
        {
9658
0
            ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n];
9659
0
            IM_UNUSED(mon);
9660
0
            IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
9661
0
            IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
9662
0
            IM_ASSERT(mon.DpiScale != 0.0f);
9663
0
        }
9664
0
    }
9665
0
}
9666
9667
static void ImGui::ErrorCheckEndFrameSanityChecks()
9668
0
{
9669
0
    ImGuiContext& g = *GImGui;
9670
9671
    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
9672
    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
9673
    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
9674
    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
9675
    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
9676
    // while still correctly asserting on mid-frame key press events.
9677
0
    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
9678
0
    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
9679
0
    IM_UNUSED(key_mods);
9680
9681
    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
9682
    //ErrorCheckEndFrameRecover();
9683
9684
    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
9685
    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
9686
0
    if (g.CurrentWindowStack.Size != 1)
9687
0
    {
9688
0
        if (g.CurrentWindowStack.Size > 1)
9689
0
        {
9690
0
            ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended!
9691
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
9692
0
            IM_UNUSED(window);
9693
0
            while (g.CurrentWindowStack.Size > 1)
9694
0
                End();
9695
0
        }
9696
0
        else
9697
0
        {
9698
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
9699
0
        }
9700
0
    }
9701
9702
0
    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
9703
0
}
9704
9705
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
9706
// Must be called during or before EndFrame().
9707
// This is generally flawed as we are not necessarily End/Popping things in the right order.
9708
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
9709
// FIXME: Can't recover from interleaved BeginTabBar/Begin
9710
void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
9711
0
{
9712
    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
9713
0
    ImGuiContext& g = *GImGui;
9714
0
    while (g.CurrentWindowStack.Size > 0) //-V1044
9715
0
    {
9716
0
        ErrorCheckEndWindowRecover(log_callback, user_data);
9717
0
        ImGuiWindow* window = g.CurrentWindow;
9718
0
        if (g.CurrentWindowStack.Size == 1)
9719
0
        {
9720
0
            IM_ASSERT(window->IsFallbackWindow);
9721
0
            break;
9722
0
        }
9723
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
9724
0
        {
9725
0
            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
9726
0
            EndChild();
9727
0
        }
9728
0
        else
9729
0
        {
9730
0
            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
9731
0
            End();
9732
0
        }
9733
0
    }
9734
0
}
9735
9736
// Must be called before End()/EndChild()
9737
void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
9738
0
{
9739
0
    ImGuiContext& g = *GImGui;
9740
0
    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
9741
0
    {
9742
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
9743
0
        EndTable();
9744
0
    }
9745
9746
0
    ImGuiWindow* window = g.CurrentWindow;
9747
0
    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
9748
0
    IM_ASSERT(window != NULL);
9749
0
    while (g.CurrentTabBar != NULL) //-V1044
9750
0
    {
9751
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
9752
0
        EndTabBar();
9753
0
    }
9754
0
    while (window->DC.TreeDepth > 0)
9755
0
    {
9756
0
        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
9757
0
        TreePop();
9758
0
    }
9759
0
    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
9760
0
    {
9761
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
9762
0
        EndGroup();
9763
0
    }
9764
0
    while (window->IDStack.Size > 1)
9765
0
    {
9766
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
9767
0
        PopID();
9768
0
    }
9769
0
    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
9770
0
    {
9771
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
9772
0
        EndDisabled();
9773
0
    }
9774
0
    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
9775
0
    {
9776
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
9777
0
        PopStyleColor();
9778
0
    }
9779
0
    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
9780
0
    {
9781
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
9782
0
        PopItemFlag();
9783
0
    }
9784
0
    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
9785
0
    {
9786
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
9787
0
        PopStyleVar();
9788
0
    }
9789
0
    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
9790
0
    {
9791
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
9792
0
        PopFocusScope();
9793
0
    }
9794
0
}
9795
9796
// Save current stack sizes for later compare
9797
void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx)
9798
0
{
9799
0
    ImGuiContext& g = *ctx;
9800
0
    ImGuiWindow* window = g.CurrentWindow;
9801
0
    SizeOfIDStack = (short)window->IDStack.Size;
9802
0
    SizeOfColorStack = (short)g.ColorStack.Size;
9803
0
    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
9804
0
    SizeOfFontStack = (short)g.FontStack.Size;
9805
0
    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
9806
0
    SizeOfGroupStack = (short)g.GroupStack.Size;
9807
0
    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
9808
0
    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
9809
0
    SizeOfDisabledStack = (short)g.DisabledStackSize;
9810
0
}
9811
9812
// Compare to detect usage errors
9813
void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
9814
0
{
9815
0
    ImGuiContext& g = *ctx;
9816
0
    ImGuiWindow* window = g.CurrentWindow;
9817
0
    IM_UNUSED(window);
9818
9819
    // Window stacks
9820
    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
9821
0
    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");
9822
9823
    // Global stacks
9824
    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
9825
0
    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");
9826
0
    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
9827
0
    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");
9828
0
    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");
9829
0
    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");
9830
0
    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");
9831
0
    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");
9832
0
    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");
9833
0
}
9834
9835
9836
//-----------------------------------------------------------------------------
9837
// [SECTION] LAYOUT
9838
//-----------------------------------------------------------------------------
9839
// - ItemSize()
9840
// - ItemAdd()
9841
// - SameLine()
9842
// - GetCursorScreenPos()
9843
// - SetCursorScreenPos()
9844
// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
9845
// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
9846
// - GetCursorStartPos()
9847
// - Indent()
9848
// - Unindent()
9849
// - SetNextItemWidth()
9850
// - PushItemWidth()
9851
// - PushMultiItemsWidths()
9852
// - PopItemWidth()
9853
// - CalcItemWidth()
9854
// - CalcItemSize()
9855
// - GetTextLineHeight()
9856
// - GetTextLineHeightWithSpacing()
9857
// - GetFrameHeight()
9858
// - GetFrameHeightWithSpacing()
9859
// - GetContentRegionMax()
9860
// - GetContentRegionMaxAbs() [Internal]
9861
// - GetContentRegionAvail(),
9862
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
9863
// - BeginGroup()
9864
// - EndGroup()
9865
// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
9866
//-----------------------------------------------------------------------------
9867
9868
// Advance cursor given item size for layout.
9869
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
9870
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
9871
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
9872
0
{
9873
0
    ImGuiContext& g = *GImGui;
9874
0
    ImGuiWindow* window = g.CurrentWindow;
9875
0
    if (window->SkipItems)
9876
0
        return;
9877
9878
    // We increase the height in this function to accommodate for baseline offset.
9879
    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
9880
    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
9881
0
    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
9882
9883
0
    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
9884
0
    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
9885
9886
    // Always align ourselves on pixel boundaries
9887
    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
9888
0
    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
9889
0
    window->DC.CursorPosPrevLine.y = line_y1;
9890
0
    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line
9891
0
    window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line
9892
0
    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
9893
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
9894
    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
9895
9896
0
    window->DC.PrevLineSize.y = line_height;
9897
0
    window->DC.CurrLineSize.y = 0.0f;
9898
0
    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
9899
0
    window->DC.CurrLineTextBaseOffset = 0.0f;
9900
0
    window->DC.IsSameLine = window->DC.IsSetPos = false;
9901
9902
    // Horizontal layout mode
9903
0
    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
9904
0
        SameLine();
9905
0
}
9906
9907
// Declare item bounding box for clipping and interaction.
9908
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
9909
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
9910
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
9911
0
{
9912
0
    ImGuiContext& g = *GImGui;
9913
0
    ImGuiWindow* window = g.CurrentWindow;
9914
9915
    // Set item data
9916
    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
9917
0
    g.LastItemData.ID = id;
9918
0
    g.LastItemData.Rect = bb;
9919
0
    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
9920
0
    g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags;
9921
0
    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
9922
9923
    // Directional navigation processing
9924
0
    if (id != 0)
9925
0
    {
9926
0
        KeepAliveID(id);
9927
9928
        // Runs prior to clipping early-out
9929
        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
9930
        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
9931
        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
9932
        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
9933
        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
9934
        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
9935
        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
9936
        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
9937
0
        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
9938
0
        {
9939
0
            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
9940
0
            if (g.NavId == id || g.NavAnyRequest)
9941
0
                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
9942
0
                    if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
9943
0
                        NavProcessItem();
9944
0
        }
9945
9946
        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
9947
        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
9948
        // READ THE FAQ: https://dearimgui.org/faq
9949
0
        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
9950
0
    }
9951
0
    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
9952
9953
#ifdef IMGUI_ENABLE_TEST_ENGINE
9954
    if (id != 0)
9955
        IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);
9956
#endif
9957
9958
    // Clipping test
9959
    // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
9960
    //const bool is_clipped = IsClippedEx(bb, id);
9961
    //if (is_clipped)
9962
    //    return false;
9963
0
    const bool is_rect_visible = bb.Overlaps(window->ClipRect);
9964
0
    if (!is_rect_visible)
9965
0
        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId))
9966
0
            if (!g.LogEnabled)
9967
0
                return false;
9968
9969
    // [DEBUG]
9970
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9971
0
    if (id != 0 && id == g.DebugLocateId)
9972
0
        DebugLocateItemResolveWithLastItem();
9973
0
#endif
9974
    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
9975
9976
    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
9977
0
    if (is_rect_visible)
9978
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
9979
0
    if (IsMouseHoveringRect(bb.Min, bb.Max))
9980
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
9981
0
    return true;
9982
0
}
9983
9984
// Gets back to previous line and continue with horizontal layout
9985
//      offset_from_start_x == 0 : follow right after previous item
9986
//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)
9987
//      spacing_w < 0            : use default spacing if pos_x == 0, no spacing if pos_x != 0
9988
//      spacing_w >= 0           : enforce spacing amount
9989
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
9990
0
{
9991
0
    ImGuiContext& g = *GImGui;
9992
0
    ImGuiWindow* window = g.CurrentWindow;
9993
0
    if (window->SkipItems)
9994
0
        return;
9995
9996
0
    if (offset_from_start_x != 0.0f)
9997
0
    {
9998
0
        if (spacing_w < 0.0f)
9999
0
            spacing_w = 0.0f;
10000
0
        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
10001
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10002
0
    }
10003
0
    else
10004
0
    {
10005
0
        if (spacing_w < 0.0f)
10006
0
            spacing_w = g.Style.ItemSpacing.x;
10007
0
        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
10008
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10009
0
    }
10010
0
    window->DC.CurrLineSize = window->DC.PrevLineSize;
10011
0
    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
10012
0
    window->DC.IsSameLine = true;
10013
0
}
10014
10015
ImVec2 ImGui::GetCursorScreenPos()
10016
0
{
10017
0
    ImGuiWindow* window = GetCurrentWindowRead();
10018
0
    return window->DC.CursorPos;
10019
0
}
10020
10021
// 2022/08/05: Setting cursor position also extend boundaries (via modifying CursorMaxPos) used to compute window size, group size etc.
10022
// I believe this was is a judicious choice but it's probably being relied upon (it has been the case since 1.31 and 1.50)
10023
// It would be sane if we requested user to use SetCursorPos() + Dummy(ImVec2(0,0)) to extend CursorMaxPos...
10024
void ImGui::SetCursorScreenPos(const ImVec2& pos)
10025
0
{
10026
0
    ImGuiWindow* window = GetCurrentWindow();
10027
0
    window->DC.CursorPos = pos;
10028
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10029
0
    window->DC.IsSetPos = true;
10030
0
}
10031
10032
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
10033
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
10034
ImVec2 ImGui::GetCursorPos()
10035
0
{
10036
0
    ImGuiWindow* window = GetCurrentWindowRead();
10037
0
    return window->DC.CursorPos - window->Pos + window->Scroll;
10038
0
}
10039
10040
float ImGui::GetCursorPosX()
10041
0
{
10042
0
    ImGuiWindow* window = GetCurrentWindowRead();
10043
0
    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
10044
0
}
10045
10046
float ImGui::GetCursorPosY()
10047
0
{
10048
0
    ImGuiWindow* window = GetCurrentWindowRead();
10049
0
    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
10050
0
}
10051
10052
void ImGui::SetCursorPos(const ImVec2& local_pos)
10053
0
{
10054
0
    ImGuiWindow* window = GetCurrentWindow();
10055
0
    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
10056
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10057
0
    window->DC.IsSetPos = true;
10058
0
}
10059
10060
void ImGui::SetCursorPosX(float x)
10061
0
{
10062
0
    ImGuiWindow* window = GetCurrentWindow();
10063
0
    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
10064
    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
10065
0
    window->DC.IsSetPos = true;
10066
0
}
10067
10068
void ImGui::SetCursorPosY(float y)
10069
0
{
10070
0
    ImGuiWindow* window = GetCurrentWindow();
10071
0
    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
10072
    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
10073
0
    window->DC.IsSetPos = true;
10074
0
}
10075
10076
ImVec2 ImGui::GetCursorStartPos()
10077
0
{
10078
0
    ImGuiWindow* window = GetCurrentWindowRead();
10079
0
    return window->DC.CursorStartPos - window->Pos;
10080
0
}
10081
10082
void ImGui::Indent(float indent_w)
10083
0
{
10084
0
    ImGuiContext& g = *GImGui;
10085
0
    ImGuiWindow* window = GetCurrentWindow();
10086
0
    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10087
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10088
0
}
10089
10090
void ImGui::Unindent(float indent_w)
10091
0
{
10092
0
    ImGuiContext& g = *GImGui;
10093
0
    ImGuiWindow* window = GetCurrentWindow();
10094
0
    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10095
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10096
0
}
10097
10098
// Affect large frame+labels widgets only.
10099
void ImGui::SetNextItemWidth(float item_width)
10100
0
{
10101
0
    ImGuiContext& g = *GImGui;
10102
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
10103
0
    g.NextItemData.Width = item_width;
10104
0
}
10105
10106
// FIXME: Remove the == 0.0f behavior?
10107
void ImGui::PushItemWidth(float item_width)
10108
0
{
10109
0
    ImGuiContext& g = *GImGui;
10110
0
    ImGuiWindow* window = g.CurrentWindow;
10111
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10112
0
    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
10113
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10114
0
}
10115
10116
void ImGui::PushMultiItemsWidths(int components, float w_full)
10117
0
{
10118
0
    ImGuiContext& g = *GImGui;
10119
0
    ImGuiWindow* window = g.CurrentWindow;
10120
0
    const ImGuiStyle& style = g.Style;
10121
0
    const float w_item_one  = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
10122
0
    const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
10123
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10124
0
    window->DC.ItemWidthStack.push_back(w_item_last);
10125
0
    for (int i = 0; i < components - 2; i++)
10126
0
        window->DC.ItemWidthStack.push_back(w_item_one);
10127
0
    window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;
10128
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10129
0
}
10130
10131
void ImGui::PopItemWidth()
10132
0
{
10133
0
    ImGuiWindow* window = GetCurrentWindow();
10134
0
    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
10135
0
    window->DC.ItemWidthStack.pop_back();
10136
0
}
10137
10138
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
10139
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
10140
float ImGui::CalcItemWidth()
10141
0
{
10142
0
    ImGuiContext& g = *GImGui;
10143
0
    ImGuiWindow* window = g.CurrentWindow;
10144
0
    float w;
10145
0
    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
10146
0
        w = g.NextItemData.Width;
10147
0
    else
10148
0
        w = window->DC.ItemWidth;
10149
0
    if (w < 0.0f)
10150
0
    {
10151
0
        float region_max_x = GetContentRegionMaxAbs().x;
10152
0
        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
10153
0
    }
10154
0
    w = IM_FLOOR(w);
10155
0
    return w;
10156
0
}
10157
10158
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
10159
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
10160
// Note that only CalcItemWidth() is publicly exposed.
10161
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
10162
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
10163
0
{
10164
0
    ImGuiContext& g = *GImGui;
10165
0
    ImGuiWindow* window = g.CurrentWindow;
10166
10167
0
    ImVec2 region_max;
10168
0
    if (size.x < 0.0f || size.y < 0.0f)
10169
0
        region_max = GetContentRegionMaxAbs();
10170
10171
0
    if (size.x == 0.0f)
10172
0
        size.x = default_w;
10173
0
    else if (size.x < 0.0f)
10174
0
        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
10175
10176
0
    if (size.y == 0.0f)
10177
0
        size.y = default_h;
10178
0
    else if (size.y < 0.0f)
10179
0
        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
10180
10181
0
    return size;
10182
0
}
10183
10184
float ImGui::GetTextLineHeight()
10185
0
{
10186
0
    ImGuiContext& g = *GImGui;
10187
0
    return g.FontSize;
10188
0
}
10189
10190
float ImGui::GetTextLineHeightWithSpacing()
10191
0
{
10192
0
    ImGuiContext& g = *GImGui;
10193
0
    return g.FontSize + g.Style.ItemSpacing.y;
10194
0
}
10195
10196
float ImGui::GetFrameHeight()
10197
0
{
10198
0
    ImGuiContext& g = *GImGui;
10199
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f;
10200
0
}
10201
10202
float ImGui::GetFrameHeightWithSpacing()
10203
0
{
10204
0
    ImGuiContext& g = *GImGui;
10205
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
10206
0
}
10207
10208
// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
10209
10210
// FIXME: This is in window space (not screen space!).
10211
ImVec2 ImGui::GetContentRegionMax()
10212
0
{
10213
0
    ImGuiContext& g = *GImGui;
10214
0
    ImGuiWindow* window = g.CurrentWindow;
10215
0
    ImVec2 mx = window->ContentRegionRect.Max - window->Pos;
10216
0
    if (window->DC.CurrentColumns || g.CurrentTable)
10217
0
        mx.x = window->WorkRect.Max.x - window->Pos.x;
10218
0
    return mx;
10219
0
}
10220
10221
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
10222
ImVec2 ImGui::GetContentRegionMaxAbs()
10223
0
{
10224
0
    ImGuiContext& g = *GImGui;
10225
0
    ImGuiWindow* window = g.CurrentWindow;
10226
0
    ImVec2 mx = window->ContentRegionRect.Max;
10227
0
    if (window->DC.CurrentColumns || g.CurrentTable)
10228
0
        mx.x = window->WorkRect.Max.x;
10229
0
    return mx;
10230
0
}
10231
10232
ImVec2 ImGui::GetContentRegionAvail()
10233
0
{
10234
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10235
0
    return GetContentRegionMaxAbs() - window->DC.CursorPos;
10236
0
}
10237
10238
// In window space (not screen space!)
10239
ImVec2 ImGui::GetWindowContentRegionMin()
10240
0
{
10241
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10242
0
    return window->ContentRegionRect.Min - window->Pos;
10243
0
}
10244
10245
ImVec2 ImGui::GetWindowContentRegionMax()
10246
0
{
10247
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10248
0
    return window->ContentRegionRect.Max - window->Pos;
10249
0
}
10250
10251
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
10252
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
10253
// FIXME-OPT: Could we safely early out on ->SkipItems?
10254
void ImGui::BeginGroup()
10255
0
{
10256
0
    ImGuiContext& g = *GImGui;
10257
0
    ImGuiWindow* window = g.CurrentWindow;
10258
10259
0
    g.GroupStack.resize(g.GroupStack.Size + 1);
10260
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10261
0
    group_data.WindowID = window->ID;
10262
0
    group_data.BackupCursorPos = window->DC.CursorPos;
10263
0
    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
10264
0
    group_data.BackupIndent = window->DC.Indent;
10265
0
    group_data.BackupGroupOffset = window->DC.GroupOffset;
10266
0
    group_data.BackupCurrLineSize = window->DC.CurrLineSize;
10267
0
    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
10268
0
    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
10269
0
    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
10270
0
    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
10271
0
    group_data.EmitItem = true;
10272
10273
0
    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
10274
0
    window->DC.Indent = window->DC.GroupOffset;
10275
0
    window->DC.CursorMaxPos = window->DC.CursorPos;
10276
0
    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
10277
0
    if (g.LogEnabled)
10278
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10279
0
}
10280
10281
void ImGui::EndGroup()
10282
0
{
10283
0
    ImGuiContext& g = *GImGui;
10284
0
    ImGuiWindow* window = g.CurrentWindow;
10285
0
    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
10286
10287
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10288
0
    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
10289
10290
0
    if (window->DC.IsSetPos)
10291
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
10292
10293
0
    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
10294
10295
0
    window->DC.CursorPos = group_data.BackupCursorPos;
10296
0
    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
10297
0
    window->DC.Indent = group_data.BackupIndent;
10298
0
    window->DC.GroupOffset = group_data.BackupGroupOffset;
10299
0
    window->DC.CurrLineSize = group_data.BackupCurrLineSize;
10300
0
    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
10301
0
    if (g.LogEnabled)
10302
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10303
10304
0
    if (!group_data.EmitItem)
10305
0
    {
10306
0
        g.GroupStack.pop_back();
10307
0
        return;
10308
0
    }
10309
10310
0
    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
10311
0
    ItemSize(group_bb.GetSize());
10312
0
    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
10313
10314
    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
10315
    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
10316
    // Also if you grep for LastItemId you'll notice it is only used in that context.
10317
    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
10318
0
    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
10319
0
    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
10320
0
    if (group_contains_curr_active_id)
10321
0
        g.LastItemData.ID = g.ActiveId;
10322
0
    else if (group_contains_prev_active_id)
10323
0
        g.LastItemData.ID = g.ActiveIdPreviousFrame;
10324
0
    g.LastItemData.Rect = group_bb;
10325
10326
    // Forward Hovered flag
10327
0
    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
10328
0
    if (group_contains_curr_hovered_id)
10329
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
10330
10331
    // Forward Edited flag
10332
0
    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
10333
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
10334
10335
    // Forward Deactivated flag
10336
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
10337
0
    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
10338
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
10339
10340
0
    g.GroupStack.pop_back();
10341
    //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
10342
0
}
10343
10344
10345
//-----------------------------------------------------------------------------
10346
// [SECTION] SCROLLING
10347
//-----------------------------------------------------------------------------
10348
10349
// Helper to snap on edges when aiming at an item very close to the edge,
10350
// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
10351
// When we refactor the scrolling API this may be configurable with a flag?
10352
// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
10353
static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
10354
0
{
10355
0
    if (target <= snap_min + snap_threshold)
10356
0
        return ImLerp(snap_min, target, center_ratio);
10357
0
    if (target >= snap_max - snap_threshold)
10358
0
        return ImLerp(target, snap_max, center_ratio);
10359
0
    return target;
10360
0
}
10361
10362
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
10363
0
{
10364
0
    ImVec2 scroll = window->Scroll;
10365
0
    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
10366
0
    for (int axis = 0; axis < 2; axis++)
10367
0
    {
10368
0
        if (window->ScrollTarget[axis] < FLT_MAX)
10369
0
        {
10370
0
            float center_ratio = window->ScrollTargetCenterRatio[axis];
10371
0
            float scroll_target = window->ScrollTarget[axis];
10372
0
            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
10373
0
            {
10374
0
                float snap_min = 0.0f;
10375
0
                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
10376
0
                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
10377
0
            }
10378
0
            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
10379
0
        }
10380
0
        scroll[axis] = IM_FLOOR(ImMax(scroll[axis], 0.0f));
10381
0
        if (!window->Collapsed && !window->SkipItems)
10382
0
            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
10383
0
    }
10384
0
    return scroll;
10385
0
}
10386
10387
void ImGui::ScrollToItem(ImGuiScrollFlags flags)
10388
0
{
10389
0
    ImGuiContext& g = *GImGui;
10390
0
    ImGuiWindow* window = g.CurrentWindow;
10391
0
    ScrollToRectEx(window, g.LastItemData.NavRect, flags);
10392
0
}
10393
10394
void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10395
0
{
10396
0
    ScrollToRectEx(window, item_rect, flags);
10397
0
}
10398
10399
// Scroll to keep newly navigated item fully into view
10400
ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10401
0
{
10402
0
    ImGuiContext& g = *GImGui;
10403
0
    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
10404
0
    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
10405
0
    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
10406
    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
10407
    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
10408
10409
    // Check that only one behavior is selected per axis
10410
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
10411
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
10412
10413
    // Defaults
10414
0
    ImGuiScrollFlags in_flags = flags;
10415
0
    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
10416
0
        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
10417
0
    if ((flags & ImGuiScrollFlags_MaskY_) == 0)
10418
0
        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
10419
10420
0
    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
10421
0
    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
10422
0
    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10423
0
    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10424
10425
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
10426
0
    {
10427
0
        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
10428
0
            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
10429
0
        else if (item_rect.Max.x >= scroll_rect.Max.x)
10430
0
            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
10431
0
    }
10432
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
10433
0
    {
10434
0
        if (can_be_fully_visible_x)
10435
0
            SetScrollFromPosX(window, ImFloor((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
10436
0
        else
10437
0
            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
10438
0
    }
10439
10440
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
10441
0
    {
10442
0
        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
10443
0
            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
10444
0
        else if (item_rect.Max.y >= scroll_rect.Max.y)
10445
0
            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
10446
0
    }
10447
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
10448
0
    {
10449
0
        if (can_be_fully_visible_y)
10450
0
            SetScrollFromPosY(window, ImFloor((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
10451
0
        else
10452
0
            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
10453
0
    }
10454
10455
0
    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
10456
0
    ImVec2 delta_scroll = next_scroll - window->Scroll;
10457
10458
    // Also scroll parent window to keep us into view if necessary
10459
0
    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
10460
0
    {
10461
        // FIXME-SCROLL: May be an option?
10462
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
10463
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
10464
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
10465
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
10466
0
        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
10467
0
    }
10468
10469
0
    return delta_scroll;
10470
0
}
10471
10472
float ImGui::GetScrollX()
10473
0
{
10474
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10475
0
    return window->Scroll.x;
10476
0
}
10477
10478
float ImGui::GetScrollY()
10479
0
{
10480
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10481
0
    return window->Scroll.y;
10482
0
}
10483
10484
float ImGui::GetScrollMaxX()
10485
0
{
10486
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10487
0
    return window->ScrollMax.x;
10488
0
}
10489
10490
float ImGui::GetScrollMaxY()
10491
0
{
10492
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10493
0
    return window->ScrollMax.y;
10494
0
}
10495
10496
void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
10497
0
{
10498
0
    window->ScrollTarget.x = scroll_x;
10499
0
    window->ScrollTargetCenterRatio.x = 0.0f;
10500
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10501
0
}
10502
10503
void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
10504
0
{
10505
0
    window->ScrollTarget.y = scroll_y;
10506
0
    window->ScrollTargetCenterRatio.y = 0.0f;
10507
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10508
0
}
10509
10510
void ImGui::SetScrollX(float scroll_x)
10511
0
{
10512
0
    ImGuiContext& g = *GImGui;
10513
0
    SetScrollX(g.CurrentWindow, scroll_x);
10514
0
}
10515
10516
void ImGui::SetScrollY(float scroll_y)
10517
0
{
10518
0
    ImGuiContext& g = *GImGui;
10519
0
    SetScrollY(g.CurrentWindow, scroll_y);
10520
0
}
10521
10522
// Note that a local position will vary depending on initial scroll value,
10523
// This is a little bit confusing so bear with us:
10524
//  - local_pos = (absolution_pos - window->Pos)
10525
//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
10526
//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
10527
//  - They mostly exist because of legacy API.
10528
// Following the rules above, when trying to work with scrolling code, consider that:
10529
//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
10530
//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
10531
// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
10532
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
10533
0
{
10534
0
    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
10535
0
    window->ScrollTarget.x = IM_FLOOR(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
10536
0
    window->ScrollTargetCenterRatio.x = center_x_ratio;
10537
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10538
0
}
10539
10540
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
10541
0
{
10542
0
    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
10543
0
    window->ScrollTarget.y = IM_FLOOR(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
10544
0
    window->ScrollTargetCenterRatio.y = center_y_ratio;
10545
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10546
0
}
10547
10548
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
10549
0
{
10550
0
    ImGuiContext& g = *GImGui;
10551
0
    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
10552
0
}
10553
10554
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
10555
0
{
10556
0
    ImGuiContext& g = *GImGui;
10557
0
    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
10558
0
}
10559
10560
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
10561
void ImGui::SetScrollHereX(float center_x_ratio)
10562
0
{
10563
0
    ImGuiContext& g = *GImGui;
10564
0
    ImGuiWindow* window = g.CurrentWindow;
10565
0
    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
10566
0
    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
10567
0
    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
10568
10569
    // Tweak: snap on edges when aiming at an item very close to the edge
10570
0
    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
10571
0
}
10572
10573
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
10574
void ImGui::SetScrollHereY(float center_y_ratio)
10575
0
{
10576
0
    ImGuiContext& g = *GImGui;
10577
0
    ImGuiWindow* window = g.CurrentWindow;
10578
0
    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
10579
0
    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
10580
0
    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
10581
10582
    // Tweak: snap on edges when aiming at an item very close to the edge
10583
0
    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
10584
0
}
10585
10586
//-----------------------------------------------------------------------------
10587
// [SECTION] TOOLTIPS
10588
//-----------------------------------------------------------------------------
10589
10590
bool ImGui::BeginTooltip()
10591
0
{
10592
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
10593
0
}
10594
10595
bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
10596
0
{
10597
0
    ImGuiContext& g = *GImGui;
10598
10599
0
    if (g.DragDropWithinSource || g.DragDropWithinTarget)
10600
0
    {
10601
        // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor)
10602
        // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.
10603
        // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do.
10604
        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
10605
0
        ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);
10606
0
        SetNextWindowPos(tooltip_pos);
10607
0
        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
10608
        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
10609
0
        tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip;
10610
0
    }
10611
10612
0
    char window_name[16];
10613
0
    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
10614
0
    if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip)
10615
0
        if (ImGuiWindow* window = FindWindowByName(window_name))
10616
0
            if (window->Active)
10617
0
            {
10618
                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
10619
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(window);
10620
0
                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
10621
0
            }
10622
0
    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
10623
0
    Begin(window_name, NULL, flags | extra_window_flags);
10624
    // 2023-03-09: Added bool return value to the API, but currently always returning true.
10625
    // If this ever returns false we need to update BeginDragDropSource() accordingly.
10626
    //if (!ret)
10627
    //    End();
10628
    //return ret;
10629
0
    return true;
10630
0
}
10631
10632
void ImGui::EndTooltip()
10633
0
{
10634
0
    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
10635
0
    End();
10636
0
}
10637
10638
void ImGui::SetTooltipV(const char* fmt, va_list args)
10639
0
{
10640
0
    if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None))
10641
0
        return;
10642
0
    TextV(fmt, args);
10643
0
    EndTooltip();
10644
0
}
10645
10646
void ImGui::SetTooltip(const char* fmt, ...)
10647
0
{
10648
0
    va_list args;
10649
0
    va_start(args, fmt);
10650
0
    SetTooltipV(fmt, args);
10651
0
    va_end(args);
10652
0
}
10653
10654
//-----------------------------------------------------------------------------
10655
// [SECTION] POPUPS
10656
//-----------------------------------------------------------------------------
10657
10658
// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
10659
bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
10660
0
{
10661
0
    ImGuiContext& g = *GImGui;
10662
0
    if (popup_flags & ImGuiPopupFlags_AnyPopupId)
10663
0
    {
10664
        // Return true if any popup is open at the current BeginPopup() level of the popup stack
10665
        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
10666
0
        IM_ASSERT(id == 0);
10667
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
10668
0
            return g.OpenPopupStack.Size > 0;
10669
0
        else
10670
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
10671
0
    }
10672
0
    else
10673
0
    {
10674
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
10675
0
        {
10676
            // Return true if the popup is open anywhere in the popup stack
10677
0
            for (int n = 0; n < g.OpenPopupStack.Size; n++)
10678
0
                if (g.OpenPopupStack[n].PopupId == id)
10679
0
                    return true;
10680
0
            return false;
10681
0
        }
10682
0
        else
10683
0
        {
10684
            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
10685
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
10686
0
        }
10687
0
    }
10688
0
}
10689
10690
bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
10691
0
{
10692
0
    ImGuiContext& g = *GImGui;
10693
0
    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
10694
0
    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
10695
0
        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
10696
0
    return IsPopupOpen(id, popup_flags);
10697
0
}
10698
10699
ImGuiWindow* ImGui::GetTopMostPopupModal()
10700
0
{
10701
0
    ImGuiContext& g = *GImGui;
10702
0
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
10703
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
10704
0
            if (popup->Flags & ImGuiWindowFlags_Modal)
10705
0
                return popup;
10706
0
    return NULL;
10707
0
}
10708
10709
ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
10710
0
{
10711
0
    ImGuiContext& g = *GImGui;
10712
0
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
10713
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
10714
0
            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
10715
0
                return popup;
10716
0
    return NULL;
10717
0
}
10718
10719
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
10720
0
{
10721
0
    ImGuiContext& g = *GImGui;
10722
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
10723
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
10724
0
    OpenPopupEx(id, popup_flags);
10725
0
}
10726
10727
void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
10728
0
{
10729
0
    OpenPopupEx(id, popup_flags);
10730
0
}
10731
10732
// Mark popup as open (toggle toward open state).
10733
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
10734
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
10735
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
10736
void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
10737
0
{
10738
0
    ImGuiContext& g = *GImGui;
10739
0
    ImGuiWindow* parent_window = g.CurrentWindow;
10740
0
    const int current_stack_size = g.BeginPopupStack.Size;
10741
10742
0
    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
10743
0
        if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
10744
0
            return;
10745
10746
0
    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
10747
0
    popup_ref.PopupId = id;
10748
0
    popup_ref.Window = NULL;
10749
0
    popup_ref.BackupNavWindow = g.NavWindow;            // When popup closes focus may be restored to NavWindow (depend on window type).
10750
0
    popup_ref.OpenFrameCount = g.FrameCount;
10751
0
    popup_ref.OpenParentId = parent_window->IDStack.back();
10752
0
    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
10753
0
    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
10754
10755
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
10756
0
    if (g.OpenPopupStack.Size < current_stack_size + 1)
10757
0
    {
10758
0
        g.OpenPopupStack.push_back(popup_ref);
10759
0
    }
10760
0
    else
10761
0
    {
10762
        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
10763
        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
10764
        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
10765
0
        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
10766
0
        {
10767
0
            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
10768
0
        }
10769
0
        else
10770
0
        {
10771
            // Close child popups if any, then flag popup for open/reopen
10772
0
            ClosePopupToLevel(current_stack_size, false);
10773
0
            g.OpenPopupStack.push_back(popup_ref);
10774
0
        }
10775
10776
        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
10777
        // This is equivalent to what ClosePopupToLevel() does.
10778
        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
10779
        //    FocusWindow(parent_window);
10780
0
    }
10781
0
}
10782
10783
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
10784
// This function closes any popups that are over 'ref_window'.
10785
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
10786
0
{
10787
0
    ImGuiContext& g = *GImGui;
10788
0
    if (g.OpenPopupStack.Size == 0)
10789
0
        return;
10790
10791
    // Don't close our own child popup windows.
10792
0
    int popup_count_to_keep = 0;
10793
0
    if (ref_window)
10794
0
    {
10795
        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
10796
0
        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
10797
0
        {
10798
0
            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
10799
0
            if (!popup.Window)
10800
0
                continue;
10801
0
            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
10802
0
            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
10803
0
                continue;
10804
10805
            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
10806
            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
10807
            //     Window -> Popup1 -> Popup2 -> Popup3
10808
            // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
10809
            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
10810
0
            bool ref_window_is_descendent_of_popup = false;
10811
0
            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
10812
0
                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
10813
                    //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
10814
0
                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))
10815
0
                    {
10816
0
                        ref_window_is_descendent_of_popup = true;
10817
0
                        break;
10818
0
                    }
10819
0
            if (!ref_window_is_descendent_of_popup)
10820
0
                break;
10821
0
        }
10822
0
    }
10823
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
10824
0
    {
10825
0
        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
10826
0
        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
10827
0
    }
10828
0
}
10829
10830
void ImGui::ClosePopupsExceptModals()
10831
0
{
10832
0
    ImGuiContext& g = *GImGui;
10833
10834
0
    int popup_count_to_keep;
10835
0
    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
10836
0
    {
10837
0
        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
10838
0
        if (!window || window->Flags & ImGuiWindowFlags_Modal)
10839
0
            break;
10840
0
    }
10841
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
10842
0
        ClosePopupToLevel(popup_count_to_keep, true);
10843
0
}
10844
10845
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
10846
0
{
10847
0
    ImGuiContext& g = *GImGui;
10848
0
    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
10849
0
    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
10850
10851
    // Trim open popup stack
10852
0
    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
10853
0
    ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;
10854
0
    g.OpenPopupStack.resize(remaining);
10855
10856
0
    if (restore_focus_to_window_under_popup)
10857
0
    {
10858
0
        ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;
10859
0
        if (focus_window && !focus_window->WasActive && popup_window)
10860
0
        {
10861
            // Fallback
10862
0
            FocusTopMostWindowUnderOne(popup_window, NULL);
10863
0
        }
10864
0
        else
10865
0
        {
10866
0
            if (g.NavLayer == ImGuiNavLayer_Main && focus_window)
10867
0
                focus_window = NavRestoreLastChildNavWindow(focus_window);
10868
0
            FocusWindow(focus_window);
10869
0
        }
10870
0
    }
10871
0
}
10872
10873
// Close the popup we have begin-ed into.
10874
void ImGui::CloseCurrentPopup()
10875
0
{
10876
0
    ImGuiContext& g = *GImGui;
10877
0
    int popup_idx = g.BeginPopupStack.Size - 1;
10878
0
    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
10879
0
        return;
10880
10881
    // Closing a menu closes its top-most parent popup (unless a modal)
10882
0
    while (popup_idx > 0)
10883
0
    {
10884
0
        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
10885
0
        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
10886
0
        bool close_parent = false;
10887
0
        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
10888
0
            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
10889
0
                close_parent = true;
10890
0
        if (!close_parent)
10891
0
            break;
10892
0
        popup_idx--;
10893
0
    }
10894
0
    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
10895
0
    ClosePopupToLevel(popup_idx, true);
10896
10897
    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
10898
    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
10899
    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
10900
0
    if (ImGuiWindow* window = g.NavWindow)
10901
0
        window->DC.NavHideHighlightOneFrame = true;
10902
0
}
10903
10904
// Attention! BeginPopup() adds default flags which BeginPopupEx()!
10905
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
10906
0
{
10907
0
    ImGuiContext& g = *GImGui;
10908
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
10909
0
    {
10910
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
10911
0
        return false;
10912
0
    }
10913
10914
0
    char name[20];
10915
0
    if (flags & ImGuiWindowFlags_ChildMenu)
10916
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth
10917
0
    else
10918
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
10919
10920
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
10921
0
    bool is_open = Begin(name, NULL, flags);
10922
0
    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
10923
0
        EndPopup();
10924
10925
0
    return is_open;
10926
0
}
10927
10928
bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
10929
0
{
10930
0
    ImGuiContext& g = *GImGui;
10931
0
    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
10932
0
    {
10933
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
10934
0
        return false;
10935
0
    }
10936
0
    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
10937
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
10938
0
    return BeginPopupEx(id, flags);
10939
0
}
10940
10941
// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
10942
// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here.
10943
bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
10944
0
{
10945
0
    ImGuiContext& g = *GImGui;
10946
0
    ImGuiWindow* window = g.CurrentWindow;
10947
0
    const ImGuiID id = window->GetID(name);
10948
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
10949
0
    {
10950
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
10951
0
        return false;
10952
0
    }
10953
10954
    // Center modal windows by default for increased visibility
10955
    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
10956
    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
10957
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
10958
0
    {
10959
0
        const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
10960
0
        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
10961
0
    }
10962
10963
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
10964
0
    const bool is_open = Begin(name, p_open, flags);
10965
0
    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
10966
0
    {
10967
0
        EndPopup();
10968
0
        if (is_open)
10969
0
            ClosePopupToLevel(g.BeginPopupStack.Size, true);
10970
0
        return false;
10971
0
    }
10972
0
    return is_open;
10973
0
}
10974
10975
void ImGui::EndPopup()
10976
0
{
10977
0
    ImGuiContext& g = *GImGui;
10978
0
    ImGuiWindow* window = g.CurrentWindow;
10979
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
10980
0
    IM_ASSERT(g.BeginPopupStack.Size > 0);
10981
10982
    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
10983
0
    if (g.NavWindow == window)
10984
0
        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
10985
10986
    // Child-popups don't need to be laid out
10987
0
    IM_ASSERT(g.WithinEndChild == false);
10988
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
10989
0
        g.WithinEndChild = true;
10990
0
    End();
10991
0
    g.WithinEndChild = false;
10992
0
}
10993
10994
// Helper to open a popup if mouse button is released over the item
10995
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
10996
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
10997
0
{
10998
0
    ImGuiContext& g = *GImGui;
10999
0
    ImGuiWindow* window = g.CurrentWindow;
11000
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11001
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11002
0
    {
11003
0
        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11004
0
        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11005
0
        OpenPopupEx(id, popup_flags);
11006
0
    }
11007
0
}
11008
11009
// This is a helper to handle the simplest case of associating one named popup to one given widget.
11010
// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
11011
// - To create a popup with a specific identifier, pass it in str_id.
11012
//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
11013
//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
11014
// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
11015
//   This is essentially the same as:
11016
//       id = str_id ? GetID(str_id) : GetItemID();
11017
//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
11018
//       return BeginPopup(id);
11019
//   Which is essentially the same as:
11020
//       id = str_id ? GetID(str_id) : GetItemID();
11021
//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
11022
//           OpenPopup(id);
11023
//       return BeginPopup(id);
11024
//   The main difference being that this is tweaked to avoid computing the ID twice.
11025
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
11026
0
{
11027
0
    ImGuiContext& g = *GImGui;
11028
0
    ImGuiWindow* window = g.CurrentWindow;
11029
0
    if (window->SkipItems)
11030
0
        return false;
11031
0
    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11032
0
    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11033
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11034
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11035
0
        OpenPopupEx(id, popup_flags);
11036
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11037
0
}
11038
11039
bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
11040
0
{
11041
0
    ImGuiContext& g = *GImGui;
11042
0
    ImGuiWindow* window = g.CurrentWindow;
11043
0
    if (!str_id)
11044
0
        str_id = "window_context";
11045
0
    ImGuiID id = window->GetID(str_id);
11046
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11047
0
    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11048
0
        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
11049
0
            OpenPopupEx(id, popup_flags);
11050
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11051
0
}
11052
11053
bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
11054
0
{
11055
0
    ImGuiContext& g = *GImGui;
11056
0
    ImGuiWindow* window = g.CurrentWindow;
11057
0
    if (!str_id)
11058
0
        str_id = "void_context";
11059
0
    ImGuiID id = window->GetID(str_id);
11060
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11061
0
    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
11062
0
        if (GetTopMostPopupModal() == NULL)
11063
0
            OpenPopupEx(id, popup_flags);
11064
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11065
0
}
11066
11067
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
11068
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
11069
// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
11070
//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
11071
//  this allows us to have tooltips/popups displayed out of the parent viewport.)
11072
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
11073
0
{
11074
0
    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
11075
    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
11076
    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
11077
11078
    // Combo Box policy (we want a connecting edge)
11079
0
    if (policy == ImGuiPopupPositionPolicy_ComboBox)
11080
0
    {
11081
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
11082
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11083
0
        {
11084
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11085
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11086
0
                continue;
11087
0
            ImVec2 pos;
11088
0
            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
11089
0
            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
11090
0
            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
11091
0
            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
11092
0
            if (!r_outer.Contains(ImRect(pos, pos + size)))
11093
0
                continue;
11094
0
            *last_dir = dir;
11095
0
            return pos;
11096
0
        }
11097
0
    }
11098
11099
    // Tooltip and Default popup policy
11100
    // (Always first try the direction we used on the last frame, if any)
11101
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
11102
0
    {
11103
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
11104
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11105
0
        {
11106
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11107
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11108
0
                continue;
11109
11110
0
            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
11111
0
            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
11112
11113
            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
11114
0
            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
11115
0
                continue;
11116
0
            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
11117
0
                continue;
11118
11119
0
            ImVec2 pos;
11120
0
            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
11121
0
            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
11122
11123
            // Clamp top-left corner of popup
11124
0
            pos.x = ImMax(pos.x, r_outer.Min.x);
11125
0
            pos.y = ImMax(pos.y, r_outer.Min.y);
11126
11127
0
            *last_dir = dir;
11128
0
            return pos;
11129
0
        }
11130
0
    }
11131
11132
    // Fallback when not enough room:
11133
0
    *last_dir = ImGuiDir_None;
11134
11135
    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
11136
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip)
11137
0
        return ref_pos + ImVec2(2, 2);
11138
11139
    // Otherwise try to keep within display
11140
0
    ImVec2 pos = ref_pos;
11141
0
    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
11142
0
    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
11143
0
    return pos;
11144
0
}
11145
11146
// Note that this is used for popups, which can overlap the non work-area of individual viewports.
11147
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
11148
0
{
11149
0
    ImGuiContext& g = *GImGui;
11150
0
    ImRect r_screen;
11151
0
    if (window->ViewportAllowPlatformMonitorExtend >= 0)
11152
0
    {
11153
        // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
11154
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
11155
0
        r_screen.Min = monitor.WorkPos;
11156
0
        r_screen.Max = monitor.WorkPos + monitor.WorkSize;
11157
0
    }
11158
0
    else
11159
0
    {
11160
        // Use the full viewport area (not work area) for popups
11161
0
        r_screen = window->Viewport->GetMainRect();
11162
0
    }
11163
0
    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
11164
0
    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
11165
0
    return r_screen;
11166
0
}
11167
11168
ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
11169
0
{
11170
0
    ImGuiContext& g = *GImGui;
11171
11172
0
    ImRect r_outer = GetPopupAllowedExtentRect(window);
11173
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
11174
0
    {
11175
        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
11176
        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
11177
0
        ImGuiWindow* parent_window = window->ParentWindow;
11178
0
        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
11179
0
        ImRect r_avoid;
11180
0
        if (parent_window->DC.MenuBarAppending)
11181
0
            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
11182
0
        else
11183
0
            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
11184
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
11185
0
    }
11186
0
    if (window->Flags & ImGuiWindowFlags_Popup)
11187
0
    {
11188
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
11189
0
    }
11190
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
11191
0
    {
11192
        // Position tooltip (always follows mouse)
11193
0
        float sc = g.Style.MouseCursorScale;
11194
0
        ImVec2 ref_pos = NavCalcPreferredRefPos();
11195
0
        ImRect r_avoid;
11196
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
11197
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
11198
0
        else
11199
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
11200
0
        return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
11201
0
    }
11202
0
    IM_ASSERT(0);
11203
0
    return window->Pos;
11204
0
}
11205
11206
//-----------------------------------------------------------------------------
11207
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
11208
//-----------------------------------------------------------------------------
11209
11210
// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
11211
// In our terminology those should be interchangeable, yet right now this is super confusing.
11212
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
11213
11214
void ImGui::SetNavWindow(ImGuiWindow* window)
11215
0
{
11216
0
    ImGuiContext& g = *GImGui;
11217
0
    if (g.NavWindow != window)
11218
0
    {
11219
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
11220
0
        g.NavWindow = window;
11221
0
    }
11222
0
    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11223
0
    NavUpdateAnyRequestFlag();
11224
0
}
11225
11226
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
11227
0
{
11228
0
    ImGuiContext& g = *GImGui;
11229
0
    IM_ASSERT(g.NavWindow != NULL);
11230
0
    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
11231
0
    g.NavId = id;
11232
0
    g.NavLayer = nav_layer;
11233
0
    g.NavFocusScopeId = focus_scope_id;
11234
0
    g.NavWindow->NavLastIds[nav_layer] = id;
11235
0
    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
11236
0
}
11237
11238
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
11239
0
{
11240
0
    ImGuiContext& g = *GImGui;
11241
0
    IM_ASSERT(id != 0);
11242
11243
0
    if (g.NavWindow != window)
11244
0
       SetNavWindow(window);
11245
11246
    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
11247
    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
11248
0
    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
11249
0
    g.NavId = id;
11250
0
    g.NavLayer = nav_layer;
11251
0
    g.NavFocusScopeId = g.CurrentFocusScopeId;
11252
0
    window->NavLastIds[nav_layer] = id;
11253
0
    if (g.LastItemData.ID == id)
11254
0
        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11255
11256
0
    if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
11257
0
        g.NavDisableMouseHover = true;
11258
0
    else
11259
0
        g.NavDisableHighlight = true;
11260
0
}
11261
11262
ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
11263
0
{
11264
0
    if (ImFabs(dx) > ImFabs(dy))
11265
0
        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
11266
0
    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
11267
0
}
11268
11269
static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
11270
0
{
11271
0
    if (a1 < b0)
11272
0
        return a1 - b0;
11273
0
    if (b1 < a0)
11274
0
        return a0 - b1;
11275
0
    return 0.0f;
11276
0
}
11277
11278
static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect)
11279
0
{
11280
0
    if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
11281
0
    {
11282
0
        r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y);
11283
0
        r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y);
11284
0
    }
11285
0
    else // FIXME: PageUp/PageDown are leaving move_dir == None
11286
0
    {
11287
0
        r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x);
11288
0
        r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x);
11289
0
    }
11290
0
}
11291
11292
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
11293
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
11294
0
{
11295
0
    ImGuiContext& g = *GImGui;
11296
0
    ImGuiWindow* window = g.CurrentWindow;
11297
0
    if (g.NavLayer != window->DC.NavLayerCurrent)
11298
0
        return false;
11299
11300
    // FIXME: Those are not good variables names
11301
0
    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle
11302
0
    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
11303
0
    g.NavScoringDebugCount++;
11304
11305
    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
11306
0
    if (window->ParentWindow == g.NavWindow)
11307
0
    {
11308
0
        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
11309
0
        if (!window->ClipRect.Overlaps(cand))
11310
0
            return false;
11311
0
        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
11312
0
    }
11313
11314
    // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
11315
    // For example, this ensures that items in one column are not reached when moving vertically from items in another column.
11316
0
    NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);
11317
11318
    // Compute distance between boxes
11319
    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
11320
0
    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
11321
0
    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
11322
0
    if (dby != 0.0f && dbx != 0.0f)
11323
0
        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
11324
0
    float dist_box = ImFabs(dbx) + ImFabs(dby);
11325
11326
    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
11327
0
    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
11328
0
    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
11329
0
    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
11330
11331
    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
11332
0
    ImGuiDir quadrant;
11333
0
    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
11334
0
    if (dbx != 0.0f || dby != 0.0f)
11335
0
    {
11336
        // For non-overlapping boxes, use distance between boxes
11337
0
        dax = dbx;
11338
0
        day = dby;
11339
0
        dist_axial = dist_box;
11340
0
        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
11341
0
    }
11342
0
    else if (dcx != 0.0f || dcy != 0.0f)
11343
0
    {
11344
        // For overlapping boxes with different centers, use distance between centers
11345
0
        dax = dcx;
11346
0
        day = dcy;
11347
0
        dist_axial = dist_center;
11348
0
        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
11349
0
    }
11350
0
    else
11351
0
    {
11352
        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
11353
0
        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
11354
0
    }
11355
11356
#if IMGUI_DEBUG_NAV_SCORING
11357
    char buf[128];
11358
    if (IsMouseHoveringRect(cand.Min, cand.Max))
11359
    {
11360
        ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]);
11361
        ImDrawList* draw_list = GetForegroundDrawList(window);
11362
        draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));
11363
        draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
11364
        draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150));
11365
        draw_list->AddText(cand.Max, ~0U, buf);
11366
    }
11367
    else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
11368
    {
11369
        if (quadrant == g.NavMoveDir)
11370
        {
11371
            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
11372
            ImDrawList* draw_list = GetForegroundDrawList(window);
11373
            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
11374
            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
11375
        }
11376
    }
11377
#endif
11378
11379
    // Is it in the quadrant we're interested in moving to?
11380
0
    bool new_best = false;
11381
0
    const ImGuiDir move_dir = g.NavMoveDir;
11382
0
    if (quadrant == move_dir)
11383
0
    {
11384
        // Does it beat the current best candidate?
11385
0
        if (dist_box < result->DistBox)
11386
0
        {
11387
0
            result->DistBox = dist_box;
11388
0
            result->DistCenter = dist_center;
11389
0
            return true;
11390
0
        }
11391
0
        if (dist_box == result->DistBox)
11392
0
        {
11393
            // Try using distance between center points to break ties
11394
0
            if (dist_center < result->DistCenter)
11395
0
            {
11396
0
                result->DistCenter = dist_center;
11397
0
                new_best = true;
11398
0
            }
11399
0
            else if (dist_center == result->DistCenter)
11400
0
            {
11401
                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
11402
                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
11403
                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
11404
0
                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
11405
0
                    new_best = true;
11406
0
            }
11407
0
        }
11408
0
    }
11409
11410
    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
11411
    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
11412
    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
11413
    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
11414
    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
11415
0
    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
11416
0
        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
11417
0
            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
11418
0
            {
11419
0
                result->DistAxial = dist_axial;
11420
0
                new_best = true;
11421
0
            }
11422
11423
0
    return new_best;
11424
0
}
11425
11426
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
11427
0
{
11428
0
    ImGuiContext& g = *GImGui;
11429
0
    ImGuiWindow* window = g.CurrentWindow;
11430
0
    result->Window = window;
11431
0
    result->ID = g.LastItemData.ID;
11432
0
    result->FocusScopeId = g.CurrentFocusScopeId;
11433
0
    result->InFlags = g.LastItemData.InFlags;
11434
0
    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11435
0
}
11436
11437
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
11438
// This is called after LastItemData is set.
11439
static void ImGui::NavProcessItem()
11440
0
{
11441
0
    ImGuiContext& g = *GImGui;
11442
0
    ImGuiWindow* window = g.CurrentWindow;
11443
0
    const ImGuiID id = g.LastItemData.ID;
11444
0
    const ImRect nav_bb = g.LastItemData.NavRect;
11445
0
    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
11446
11447
    // Process Init Request
11448
0
    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
11449
0
    {
11450
        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
11451
0
        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
11452
0
        if (candidate_for_nav_default_focus || g.NavInitResultId == 0)
11453
0
        {
11454
0
            g.NavInitResultId = id;
11455
0
            g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb);
11456
0
        }
11457
0
        if (candidate_for_nav_default_focus)
11458
0
        {
11459
0
            g.NavInitRequest = false; // Found a match, clear request
11460
0
            NavUpdateAnyRequestFlag();
11461
0
        }
11462
0
    }
11463
11464
    // Process Move Request (scoring for navigation)
11465
    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
11466
0
    if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
11467
0
    {
11468
0
        const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0;
11469
0
        if (is_tabbing)
11470
0
        {
11471
0
            NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
11472
0
        }
11473
0
        else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
11474
0
        {
11475
0
            ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
11476
0
            if (NavScoreItem(result))
11477
0
                NavApplyItemToResult(result);
11478
11479
            // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
11480
0
            const float VISIBLE_RATIO = 0.70f;
11481
0
            if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
11482
0
                if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
11483
0
                    if (NavScoreItem(&g.NavMoveResultLocalVisible))
11484
0
                        NavApplyItemToResult(&g.NavMoveResultLocalVisible);
11485
0
        }
11486
0
    }
11487
11488
    // Update window-relative bounding box of navigated item
11489
0
    if (g.NavId == id)
11490
0
    {
11491
0
        if (g.NavWindow != window)
11492
0
            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
11493
0
        g.NavLayer = window->DC.NavLayerCurrent;
11494
0
        g.NavFocusScopeId = g.CurrentFocusScopeId;
11495
0
        g.NavIdIsAlive = true;
11496
0
        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb);    // Store item bounding box (relative to window position)
11497
0
    }
11498
0
}
11499
11500
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
11501
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
11502
// - Case 1: no nav/active id:    set result to first eligible item, stop storing.
11503
// - Case 2: tab forward:         on ref id set counter, on counter elapse store result
11504
// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
11505
// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing
11506
// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
11507
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)
11508
0
{
11509
0
    ImGuiContext& g = *GImGui;
11510
11511
0
    if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
11512
0
        if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
11513
0
            return;
11514
11515
    // - Can always land on an item when using API call.
11516
    // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
11517
    // - Tabbing without _NavEnableKeyboard: goes through inputable items only.
11518
0
    bool can_stop;
11519
0
    if (move_flags & ImGuiNavMoveFlags_FocusApi)
11520
0
        can_stop = true;
11521
0
    else
11522
0
        can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));
11523
11524
    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
11525
0
    ImGuiNavItemData* result = &g.NavMoveResultLocal;
11526
0
    if (g.NavTabbingDir == +1)
11527
0
    {
11528
        // Tab Forward or SetKeyboardFocusHere() with >= 0
11529
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0)
11530
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
11531
0
        if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)
11532
0
            NavMoveRequestResolveWithLastItem(result);
11533
0
        else if (g.NavId == id)
11534
0
            g.NavTabbingCounter = 1;
11535
0
    }
11536
0
    else if (g.NavTabbingDir == -1)
11537
0
    {
11538
        // Tab Backward
11539
0
        if (g.NavId == id)
11540
0
        {
11541
0
            if (result->ID)
11542
0
            {
11543
0
                g.NavMoveScoringItems = false;
11544
0
                NavUpdateAnyRequestFlag();
11545
0
            }
11546
0
        }
11547
0
        else if (can_stop)
11548
0
        {
11549
            // Keep applying until reaching NavId
11550
0
            NavApplyItemToResult(result);
11551
0
        }
11552
0
    }
11553
0
    else if (g.NavTabbingDir == 0)
11554
0
    {
11555
0
        if (can_stop && g.NavId == id)
11556
0
            NavMoveRequestResolveWithLastItem(result);
11557
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init
11558
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
11559
0
    }
11560
0
}
11561
11562
bool ImGui::NavMoveRequestButNoResultYet()
11563
0
{
11564
0
    ImGuiContext& g = *GImGui;
11565
0
    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
11566
0
}
11567
11568
// FIXME: ScoringRect is not set
11569
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
11570
0
{
11571
0
    ImGuiContext& g = *GImGui;
11572
0
    IM_ASSERT(g.NavWindow != NULL);
11573
11574
0
    if (move_flags & ImGuiNavMoveFlags_Tabbing)
11575
0
        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
11576
11577
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = true;
11578
0
    g.NavMoveDir = move_dir;
11579
0
    g.NavMoveDirForDebug = move_dir;
11580
0
    g.NavMoveClipDir = clip_dir;
11581
0
    g.NavMoveFlags = move_flags;
11582
0
    g.NavMoveScrollFlags = scroll_flags;
11583
0
    g.NavMoveForwardToNextFrame = false;
11584
0
    g.NavMoveKeyMods = g.IO.KeyMods;
11585
0
    g.NavMoveResultLocal.Clear();
11586
0
    g.NavMoveResultLocalVisible.Clear();
11587
0
    g.NavMoveResultOther.Clear();
11588
0
    g.NavTabbingCounter = 0;
11589
0
    g.NavTabbingResultFirst.Clear();
11590
0
    NavUpdateAnyRequestFlag();
11591
0
}
11592
11593
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
11594
0
{
11595
0
    ImGuiContext& g = *GImGui;
11596
0
    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
11597
0
    NavApplyItemToResult(result);
11598
0
    NavUpdateAnyRequestFlag();
11599
0
}
11600
11601
void ImGui::NavMoveRequestCancel()
11602
0
{
11603
0
    ImGuiContext& g = *GImGui;
11604
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11605
0
    NavUpdateAnyRequestFlag();
11606
0
}
11607
11608
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
11609
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
11610
0
{
11611
0
    ImGuiContext& g = *GImGui;
11612
0
    IM_ASSERT(g.NavMoveForwardToNextFrame == false);
11613
0
    NavMoveRequestCancel();
11614
0
    g.NavMoveForwardToNextFrame = true;
11615
0
    g.NavMoveDir = move_dir;
11616
0
    g.NavMoveClipDir = clip_dir;
11617
0
    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
11618
0
    g.NavMoveScrollFlags = scroll_flags;
11619
0
}
11620
11621
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
11622
// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
11623
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
11624
0
{
11625
0
    ImGuiContext& g = *GImGui;
11626
0
    IM_ASSERT(wrap_flags != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
11627
    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test
11628
0
    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
11629
0
        g.NavMoveFlags |= wrap_flags;
11630
0
}
11631
11632
// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
11633
// This way we could find the last focused window among our children. It would be much less confusing this way?
11634
static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
11635
0
{
11636
0
    ImGuiWindow* parent = nav_window;
11637
0
    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
11638
0
        parent = parent->ParentWindow;
11639
0
    if (parent && parent != nav_window)
11640
0
        parent->NavLastChildNavWindow = nav_window;
11641
0
}
11642
11643
// Restore the last focused child.
11644
// Call when we are expected to land on the Main Layer (0) after FocusWindow()
11645
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
11646
0
{
11647
0
    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
11648
0
        return window->NavLastChildNavWindow;
11649
0
    if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
11650
0
        if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
11651
0
            return tab->Window;
11652
0
    return window;
11653
0
}
11654
11655
void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
11656
0
{
11657
0
    ImGuiContext& g = *GImGui;
11658
0
    if (layer == ImGuiNavLayer_Main)
11659
0
    {
11660
0
        ImGuiWindow* prev_nav_window = g.NavWindow;
11661
0
        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?
11662
0
        if (prev_nav_window)
11663
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
11664
0
    }
11665
0
    ImGuiWindow* window = g.NavWindow;
11666
0
    if (window->NavLastIds[layer] != 0)
11667
0
    {
11668
0
        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
11669
0
    }
11670
0
    else
11671
0
    {
11672
0
        g.NavLayer = layer;
11673
0
        NavInitWindow(window, true);
11674
0
    }
11675
0
}
11676
11677
void ImGui::NavRestoreHighlightAfterMove()
11678
0
{
11679
0
    ImGuiContext& g = *GImGui;
11680
0
    g.NavDisableHighlight = false;
11681
0
    g.NavDisableMouseHover = g.NavMousePosDirty = true;
11682
0
}
11683
11684
static inline void ImGui::NavUpdateAnyRequestFlag()
11685
0
{
11686
0
    ImGuiContext& g = *GImGui;
11687
0
    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
11688
0
    if (g.NavAnyRequest)
11689
0
        IM_ASSERT(g.NavWindow != NULL);
11690
0
}
11691
11692
// This needs to be called before we submit any widget (aka in or before Begin)
11693
void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
11694
0
{
11695
    // FIXME: ChildWindow test here is wrong for docking
11696
0
    ImGuiContext& g = *GImGui;
11697
0
    IM_ASSERT(window == g.NavWindow);
11698
11699
0
    if (window->Flags & ImGuiWindowFlags_NoNavInputs)
11700
0
    {
11701
0
        g.NavId = 0;
11702
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
11703
0
        return;
11704
0
    }
11705
11706
0
    bool init_for_nav = false;
11707
0
    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
11708
0
        init_for_nav = true;
11709
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
11710
0
    if (init_for_nav)
11711
0
    {
11712
0
        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
11713
0
        g.NavInitRequest = true;
11714
0
        g.NavInitRequestFromMove = false;
11715
0
        g.NavInitResultId = 0;
11716
0
        g.NavInitResultRectRel = ImRect();
11717
0
        NavUpdateAnyRequestFlag();
11718
0
    }
11719
0
    else
11720
0
    {
11721
0
        g.NavId = window->NavLastIds[0];
11722
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
11723
0
    }
11724
0
}
11725
11726
static ImVec2 ImGui::NavCalcPreferredRefPos()
11727
0
{
11728
0
    ImGuiContext& g = *GImGui;
11729
0
    ImGuiWindow* window = g.NavWindow;
11730
0
    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)
11731
0
    {
11732
        // Mouse (we need a fallback in case the mouse becomes invalid after being used)
11733
        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
11734
        // In theory we could move that +1.0f offset in OpenPopupEx()
11735
0
        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
11736
0
        return ImVec2(p.x + 1.0f, p.y);
11737
0
    }
11738
0
    else
11739
0
    {
11740
        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
11741
        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
11742
0
        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
11743
0
        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
11744
0
        {
11745
0
            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
11746
0
            rect_rel.Translate(window->Scroll - next_scroll);
11747
0
        }
11748
0
        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
11749
0
        ImGuiViewport* viewport = window->Viewport;
11750
0
        return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
11751
0
    }
11752
0
}
11753
11754
float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
11755
0
{
11756
0
    ImGuiContext& g = *GImGui;
11757
0
    float repeat_delay, repeat_rate;
11758
0
    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
11759
11760
0
    ImGuiKey key_less, key_more;
11761
0
    if (g.NavInputSource == ImGuiInputSource_Gamepad)
11762
0
    {
11763
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
11764
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
11765
0
    }
11766
0
    else
11767
0
    {
11768
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
11769
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
11770
0
    }
11771
0
    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
11772
0
    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
11773
0
        amount = 0.0f;
11774
0
    return amount;
11775
0
}
11776
11777
static void ImGui::NavUpdate()
11778
0
{
11779
0
    ImGuiContext& g = *GImGui;
11780
0
    ImGuiIO& io = g.IO;
11781
11782
0
    io.WantSetMousePos = false;
11783
    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
11784
11785
    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
11786
    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
11787
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
11788
0
    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
11789
0
    if (nav_gamepad_active)
11790
0
        for (ImGuiKey key : nav_gamepad_keys_to_change_source)
11791
0
            if (IsKeyDown(key))
11792
0
                g.NavInputSource = ImGuiInputSource_Gamepad;
11793
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
11794
0
    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
11795
0
    if (nav_keyboard_active)
11796
0
        for (ImGuiKey key : nav_keyboard_keys_to_change_source)
11797
0
            if (IsKeyDown(key))
11798
0
                g.NavInputSource = ImGuiInputSource_Keyboard;
11799
11800
    // Process navigation init request (select first/default focus)
11801
0
    if (g.NavInitResultId != 0)
11802
0
        NavInitRequestApplyResult();
11803
0
    g.NavInitRequest = false;
11804
0
    g.NavInitRequestFromMove = false;
11805
0
    g.NavInitResultId = 0;
11806
0
    g.NavJustMovedToId = 0;
11807
11808
    // Process navigation move request
11809
0
    if (g.NavMoveSubmitted)
11810
0
        NavMoveRequestApplyResult();
11811
0
    g.NavTabbingCounter = 0;
11812
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11813
11814
    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
11815
0
    bool set_mouse_pos = false;
11816
0
    if (g.NavMousePosDirty && g.NavIdIsAlive)
11817
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
11818
0
            set_mouse_pos = true;
11819
0
    g.NavMousePosDirty = false;
11820
0
    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
11821
11822
    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
11823
0
    if (g.NavWindow)
11824
0
        NavSaveLastChildNavWindowIntoParent(g.NavWindow);
11825
0
    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
11826
0
        g.NavWindow->NavLastChildNavWindow = NULL;
11827
11828
    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
11829
0
    NavUpdateWindowing();
11830
11831
    // Set output flags for user application
11832
0
    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
11833
0
    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
11834
11835
    // Process NavCancel input (to close a popup, get back to parent, clear focus)
11836
0
    NavUpdateCancelRequest();
11837
11838
    // Process manual activation request
11839
0
    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
11840
0
    g.NavActivateFlags = ImGuiActivateFlags_None;
11841
0
    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
11842
0
    {
11843
0
        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
11844
0
        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
11845
0
        const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
11846
0
        const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
11847
0
        if (g.ActiveId == 0 && activate_pressed)
11848
0
        {
11849
0
            g.NavActivateId = g.NavId;
11850
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
11851
0
        }
11852
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
11853
0
        {
11854
0
            g.NavActivateId = g.NavId;
11855
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
11856
0
        }
11857
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
11858
0
            g.NavActivateDownId = g.NavId;
11859
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
11860
0
            g.NavActivatePressedId = g.NavId;
11861
0
    }
11862
0
    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
11863
0
        g.NavDisableHighlight = true;
11864
0
    if (g.NavActivateId != 0)
11865
0
        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
11866
11867
    // Process programmatic activation request
11868
    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
11869
0
    if (g.NavNextActivateId != 0)
11870
0
    {
11871
0
        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
11872
0
        g.NavActivateFlags = g.NavNextActivateFlags;
11873
0
    }
11874
0
    g.NavNextActivateId = 0;
11875
11876
    // Process move requests
11877
0
    NavUpdateCreateMoveRequest();
11878
0
    if (g.NavMoveDir == ImGuiDir_None)
11879
0
        NavUpdateCreateTabbingRequest();
11880
0
    NavUpdateAnyRequestFlag();
11881
0
    g.NavIdIsAlive = false;
11882
11883
    // Scrolling
11884
0
    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
11885
0
    {
11886
        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
11887
0
        ImGuiWindow* window = g.NavWindow;
11888
0
        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
11889
0
        const ImGuiDir move_dir = g.NavMoveDir;
11890
0
        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && move_dir != ImGuiDir_None)
11891
0
        {
11892
0
            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
11893
0
                SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
11894
0
            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
11895
0
                SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
11896
0
        }
11897
11898
        // *Normal* Manual scroll with LStick
11899
        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
11900
0
        if (nav_gamepad_active)
11901
0
        {
11902
0
            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
11903
0
            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
11904
0
            if (scroll_dir.x != 0.0f && window->ScrollbarX)
11905
0
                SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
11906
0
            if (scroll_dir.y != 0.0f)
11907
0
                SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
11908
0
        }
11909
0
    }
11910
11911
    // Always prioritize mouse highlight if navigation is disabled
11912
0
    if (!nav_keyboard_active && !nav_gamepad_active)
11913
0
    {
11914
0
        g.NavDisableHighlight = true;
11915
0
        g.NavDisableMouseHover = set_mouse_pos = false;
11916
0
    }
11917
11918
    // Update mouse position if requested
11919
    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
11920
0
    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
11921
0
    {
11922
0
        io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();
11923
0
        io.WantSetMousePos = true;
11924
        //IMGUI_DEBUG_LOG_IO("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
11925
0
    }
11926
11927
    // [DEBUG]
11928
0
    g.NavScoringDebugCount = 0;
11929
#if IMGUI_DEBUG_NAV_RECTS
11930
    if (g.NavWindow)
11931
    {
11932
        ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
11933
        if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } } // [DEBUG]
11934
        if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
11935
    }
11936
#endif
11937
0
}
11938
11939
void ImGui::NavInitRequestApplyResult()
11940
0
{
11941
    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
11942
0
    ImGuiContext& g = *GImGui;
11943
0
    if (!g.NavWindow)
11944
0
        return;
11945
11946
    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
11947
    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
11948
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
11949
0
    SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
11950
0
    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
11951
0
    if (g.NavInitRequestFromMove)
11952
0
        NavRestoreHighlightAfterMove();
11953
0
}
11954
11955
void ImGui::NavUpdateCreateMoveRequest()
11956
0
{
11957
0
    ImGuiContext& g = *GImGui;
11958
0
    ImGuiIO& io = g.IO;
11959
0
    ImGuiWindow* window = g.NavWindow;
11960
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
11961
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
11962
11963
0
    if (g.NavMoveForwardToNextFrame && window != NULL)
11964
0
    {
11965
        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
11966
        // (preserve most state, which were already set by the NavMoveRequestForward() function)
11967
0
        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
11968
0
        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
11969
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
11970
0
    }
11971
0
    else
11972
0
    {
11973
        // Initiate directional inputs request
11974
0
        g.NavMoveDir = ImGuiDir_None;
11975
0
        g.NavMoveFlags = ImGuiNavMoveFlags_None;
11976
0
        g.NavMoveScrollFlags = ImGuiScrollFlags_None;
11977
0
        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
11978
0
        {
11979
0
            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
11980
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
11981
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
11982
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
11983
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
11984
0
        }
11985
0
        g.NavMoveClipDir = g.NavMoveDir;
11986
0
        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
11987
0
    }
11988
11989
    // Update PageUp/PageDown/Home/End scroll
11990
    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
11991
0
    float scoring_rect_offset_y = 0.0f;
11992
0
    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
11993
0
        scoring_rect_offset_y = NavUpdatePageUpPageDown();
11994
0
    if (scoring_rect_offset_y != 0.0f)
11995
0
    {
11996
0
        g.NavScoringNoClipRect = window->InnerRect;
11997
0
        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
11998
0
    }
11999
12000
    // [DEBUG] Always send a request
12001
#if IMGUI_DEBUG_NAV_SCORING
12002
    if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
12003
        g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
12004
    if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None)
12005
    {
12006
        g.NavMoveDir = g.NavMoveDirForDebug;
12007
        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
12008
    }
12009
#endif
12010
12011
    // Submit
12012
0
    g.NavMoveForwardToNextFrame = false;
12013
0
    if (g.NavMoveDir != ImGuiDir_None)
12014
0
        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
12015
12016
    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
12017
0
    if (g.NavMoveSubmitted && g.NavId == 0)
12018
0
    {
12019
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
12020
0
        g.NavInitRequest = g.NavInitRequestFromMove = true;
12021
0
        g.NavInitResultId = 0;
12022
0
        g.NavDisableHighlight = false;
12023
0
    }
12024
12025
    // When using gamepad, we project the reference nav bounding box into window visible area.
12026
    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
12027
    // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).
12028
0
    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
12029
0
    {
12030
0
        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
12031
0
        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
12032
0
        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
12033
12034
        // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
12035
        // Otherwise 'inner_rect_rel' would be off on the move result frame.
12036
0
        inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
12037
12038
0
        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
12039
0
        {
12040
0
            IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
12041
0
            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
12042
0
            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
12043
0
            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
12044
0
            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
12045
0
            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
12046
0
            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
12047
0
            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
12048
0
            g.NavId = 0;
12049
0
        }
12050
0
    }
12051
12052
    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
12053
0
    ImRect scoring_rect;
12054
0
    if (window != NULL)
12055
0
    {
12056
0
        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
12057
0
        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
12058
0
        scoring_rect.TranslateY(scoring_rect_offset_y);
12059
0
        scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x);
12060
0
        scoring_rect.Max.x = scoring_rect.Min.x;
12061
0
        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
12062
        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
12063
        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
12064
0
    }
12065
0
    g.NavScoringRect = scoring_rect;
12066
0
    g.NavScoringNoClipRect.Add(scoring_rect);
12067
0
}
12068
12069
void ImGui::NavUpdateCreateTabbingRequest()
12070
0
{
12071
0
    ImGuiContext& g = *GImGui;
12072
0
    ImGuiWindow* window = g.NavWindow;
12073
0
    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
12074
0
    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
12075
0
        return;
12076
12077
0
    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
12078
0
    if (!tab_pressed)
12079
0
        return;
12080
12081
    // Initiate tabbing request
12082
    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
12083
    // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests.
12084
    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
12085
0
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12086
0
    if (nav_keyboard_active)
12087
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
12088
0
    else
12089
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
12090
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
12091
0
    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
12092
0
    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
12093
0
    g.NavTabbingCounter = -1;
12094
0
}
12095
12096
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
12097
void ImGui::NavMoveRequestApplyResult()
12098
0
{
12099
0
    ImGuiContext& g = *GImGui;
12100
#if IMGUI_DEBUG_NAV_SCORING
12101
    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
12102
        return;
12103
#endif
12104
12105
    // Select which result to use
12106
0
    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
12107
12108
    // Tabbing forward wrap
12109
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && result == NULL)
12110
0
        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
12111
0
            result = &g.NavTabbingResultFirst;
12112
12113
    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
12114
0
    if (result == NULL)
12115
0
    {
12116
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
12117
0
            g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;
12118
0
        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)
12119
0
            NavRestoreHighlightAfterMove();
12120
0
        return;
12121
0
    }
12122
12123
    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
12124
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
12125
0
        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
12126
0
            result = &g.NavMoveResultLocalVisible;
12127
12128
    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
12129
0
    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
12130
0
        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
12131
0
            result = &g.NavMoveResultOther;
12132
0
    IM_ASSERT(g.NavWindow && result->Window);
12133
12134
    // Scroll to keep newly navigated item fully into view.
12135
0
    if (g.NavLayer == ImGuiNavLayer_Main)
12136
0
    {
12137
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
12138
0
        {
12139
            // FIXME: Should remove this
12140
0
            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
12141
0
            SetScrollY(result->Window, scroll_target);
12142
0
        }
12143
0
        else
12144
0
        {
12145
0
            ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
12146
0
            ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
12147
0
        }
12148
0
    }
12149
12150
0
    if (g.NavWindow != result->Window)
12151
0
    {
12152
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
12153
0
        g.NavWindow = result->Window;
12154
0
    }
12155
0
    if (g.ActiveId != result->ID)
12156
0
        ClearActiveID();
12157
0
    if (g.NavId != result->ID)
12158
0
    {
12159
        // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
12160
0
        g.NavJustMovedToId = result->ID;
12161
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12162
0
        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
12163
0
    }
12164
12165
    // Focus
12166
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12167
0
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12168
12169
    // Tabbing: Activates Inputable or Focus non-Inputable
12170
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable))
12171
0
    {
12172
0
        g.NavNextActivateId = result->ID;
12173
0
        g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
12174
0
        g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;
12175
0
    }
12176
12177
    // Activate
12178
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
12179
0
    {
12180
0
        g.NavNextActivateId = result->ID;
12181
0
        g.NavNextActivateFlags = ImGuiActivateFlags_None;
12182
0
    }
12183
12184
    // Enable nav highlight
12185
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)
12186
0
        NavRestoreHighlightAfterMove();
12187
0
}
12188
12189
// Process NavCancel input (to close a popup, get back to parent, clear focus)
12190
// FIXME: In order to support e.g. Escape to clear a selection we'll need:
12191
// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
12192
// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
12193
static void ImGui::NavUpdateCancelRequest()
12194
0
{
12195
0
    ImGuiContext& g = *GImGui;
12196
0
    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12197
0
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12198
0
    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
12199
0
        return;
12200
12201
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
12202
0
    if (g.ActiveId != 0)
12203
0
    {
12204
0
        ClearActiveID();
12205
0
    }
12206
0
    else if (g.NavLayer != ImGuiNavLayer_Main)
12207
0
    {
12208
        // Leave the "menu" layer
12209
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12210
0
        NavRestoreHighlightAfterMove();
12211
0
    }
12212
0
    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
12213
0
    {
12214
        // Exit child window
12215
0
        ImGuiWindow* child_window = g.NavWindow;
12216
0
        ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
12217
0
        IM_ASSERT(child_window->ChildId != 0);
12218
0
        ImRect child_rect = child_window->Rect();
12219
0
        FocusWindow(parent_window);
12220
0
        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));
12221
0
        NavRestoreHighlightAfterMove();
12222
0
    }
12223
0
    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
12224
0
    {
12225
        // Close open popup/menu
12226
0
        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
12227
0
    }
12228
0
    else
12229
0
    {
12230
        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
12231
0
        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
12232
0
            g.NavWindow->NavLastIds[0] = 0;
12233
0
        g.NavId = 0;
12234
0
    }
12235
0
}
12236
12237
// Handle PageUp/PageDown/Home/End keys
12238
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
12239
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
12240
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
12241
static float ImGui::NavUpdatePageUpPageDown()
12242
0
{
12243
0
    ImGuiContext& g = *GImGui;
12244
0
    ImGuiWindow* window = g.NavWindow;
12245
0
    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
12246
0
        return 0.0f;
12247
12248
0
    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
12249
0
    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
12250
0
    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12251
0
    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12252
0
    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
12253
0
        return 0.0f;
12254
12255
0
    if (g.NavLayer != ImGuiNavLayer_Main)
12256
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12257
12258
0
    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll)
12259
0
    {
12260
        // Fallback manual-scroll when window has no navigable item
12261
0
        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12262
0
            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
12263
0
        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12264
0
            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
12265
0
        else if (home_pressed)
12266
0
            SetScrollY(window, 0.0f);
12267
0
        else if (end_pressed)
12268
0
            SetScrollY(window, window->ScrollMax.y);
12269
0
    }
12270
0
    else
12271
0
    {
12272
0
        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
12273
0
        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
12274
0
        float nav_scoring_rect_offset_y = 0.0f;
12275
0
        if (IsKeyPressed(ImGuiKey_PageUp, true))
12276
0
        {
12277
0
            nav_scoring_rect_offset_y = -page_offset_y;
12278
0
            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
12279
0
            g.NavMoveClipDir = ImGuiDir_Up;
12280
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
12281
0
        }
12282
0
        else if (IsKeyPressed(ImGuiKey_PageDown, true))
12283
0
        {
12284
0
            nav_scoring_rect_offset_y = +page_offset_y;
12285
0
            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
12286
0
            g.NavMoveClipDir = ImGuiDir_Down;
12287
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
12288
0
        }
12289
0
        else if (home_pressed)
12290
0
        {
12291
            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
12292
            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
12293
            // Preserve current horizontal position if we have any.
12294
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
12295
0
            if (nav_rect_rel.IsInverted())
12296
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12297
0
            g.NavMoveDir = ImGuiDir_Down;
12298
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12299
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12300
0
        }
12301
0
        else if (end_pressed)
12302
0
        {
12303
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
12304
0
            if (nav_rect_rel.IsInverted())
12305
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12306
0
            g.NavMoveDir = ImGuiDir_Up;
12307
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12308
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12309
0
        }
12310
0
        return nav_scoring_rect_offset_y;
12311
0
    }
12312
0
    return 0.0f;
12313
0
}
12314
12315
static void ImGui::NavEndFrame()
12316
0
{
12317
0
    ImGuiContext& g = *GImGui;
12318
12319
    // Show CTRL+TAB list window
12320
0
    if (g.NavWindowingTarget != NULL)
12321
0
        NavUpdateWindowingOverlay();
12322
12323
    // Perform wrap-around in menus
12324
    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
12325
    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
12326
0
    const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY;
12327
0
    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
12328
0
        NavUpdateCreateWrappingRequest();
12329
0
}
12330
12331
static void ImGui::NavUpdateCreateWrappingRequest()
12332
0
{
12333
0
    ImGuiContext& g = *GImGui;
12334
0
    ImGuiWindow* window = g.NavWindow;
12335
12336
0
    bool do_forward = false;
12337
0
    ImRect bb_rel = window->NavRectRel[g.NavLayer];
12338
0
    ImGuiDir clip_dir = g.NavMoveDir;
12339
0
    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
12340
0
    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12341
0
    {
12342
0
        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
12343
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12344
0
        {
12345
0
            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
12346
0
            clip_dir = ImGuiDir_Up;
12347
0
        }
12348
0
        do_forward = true;
12349
0
    }
12350
0
    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12351
0
    {
12352
0
        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
12353
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12354
0
        {
12355
0
            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
12356
0
            clip_dir = ImGuiDir_Down;
12357
0
        }
12358
0
        do_forward = true;
12359
0
    }
12360
0
    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12361
0
    {
12362
0
        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
12363
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12364
0
        {
12365
0
            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
12366
0
            clip_dir = ImGuiDir_Left;
12367
0
        }
12368
0
        do_forward = true;
12369
0
    }
12370
0
    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12371
0
    {
12372
0
        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
12373
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12374
0
        {
12375
0
            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
12376
0
            clip_dir = ImGuiDir_Right;
12377
0
        }
12378
0
        do_forward = true;
12379
0
    }
12380
0
    if (!do_forward)
12381
0
        return;
12382
0
    window->NavRectRel[g.NavLayer] = bb_rel;
12383
0
    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
12384
0
}
12385
12386
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
12387
0
{
12388
0
    ImGuiContext& g = *GImGui;
12389
0
    IM_UNUSED(g);
12390
0
    int order = window->FocusOrder;
12391
0
    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
12392
0
    IM_ASSERT(g.WindowsFocusOrder[order] == window);
12393
0
    return order;
12394
0
}
12395
12396
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
12397
0
{
12398
0
    ImGuiContext& g = *GImGui;
12399
0
    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
12400
0
        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
12401
0
            return g.WindowsFocusOrder[i];
12402
0
    return NULL;
12403
0
}
12404
12405
static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
12406
0
{
12407
0
    ImGuiContext& g = *GImGui;
12408
0
    IM_ASSERT(g.NavWindowingTarget);
12409
0
    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
12410
0
        return;
12411
12412
0
    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
12413
0
    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
12414
0
    if (!window_target)
12415
0
        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
12416
0
    if (window_target) // Don't reset windowing target if there's a single window in the list
12417
0
    {
12418
0
        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
12419
0
        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12420
0
    }
12421
0
    g.NavWindowingToggleLayer = false;
12422
0
}
12423
12424
// Windowing management mode
12425
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
12426
// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
12427
static void ImGui::NavUpdateWindowing()
12428
0
{
12429
0
    ImGuiContext& g = *GImGui;
12430
0
    ImGuiIO& io = g.IO;
12431
12432
0
    ImGuiWindow* apply_focus_window = NULL;
12433
0
    bool apply_toggle_layer = false;
12434
12435
0
    ImGuiWindow* modal_window = GetTopMostPopupModal();
12436
0
    bool allow_windowing = (modal_window == NULL);
12437
0
    if (!allow_windowing)
12438
0
        g.NavWindowingTarget = NULL;
12439
12440
    // Fade out
12441
0
    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
12442
0
    {
12443
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
12444
0
        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
12445
0
            g.NavWindowingTargetAnim = NULL;
12446
0
    }
12447
12448
    // Start CTRL+Tab or Square+L/R window selection
12449
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12450
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12451
0
    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12452
0
    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12453
0
    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
12454
0
    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
12455
0
    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
12456
0
        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
12457
0
        {
12458
0
            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
12459
0
            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
12460
0
            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12461
0
            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
12462
0
            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
12463
0
        }
12464
12465
    // Gamepad update
12466
0
    g.NavWindowingTimer += io.DeltaTime;
12467
0
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
12468
0
    {
12469
        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
12470
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
12471
12472
        // Select window to focus
12473
0
        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
12474
0
        if (focus_change_dir != 0)
12475
0
        {
12476
0
            NavUpdateWindowingHighlightWindow(focus_change_dir);
12477
0
            g.NavWindowingHighlightAlpha = 1.0f;
12478
0
        }
12479
12480
        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
12481
0
        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
12482
0
        {
12483
0
            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
12484
0
            if (g.NavWindowingToggleLayer && g.NavWindow)
12485
0
                apply_toggle_layer = true;
12486
0
            else if (!g.NavWindowingToggleLayer)
12487
0
                apply_focus_window = g.NavWindowingTarget;
12488
0
            g.NavWindowingTarget = NULL;
12489
0
        }
12490
0
    }
12491
12492
    // Keyboard: Focus
12493
0
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
12494
0
    {
12495
        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
12496
0
        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
12497
0
        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
12498
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
12499
0
        if (keyboard_next_window || keyboard_prev_window)
12500
0
            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
12501
0
        else if ((io.KeyMods & shared_mods) != shared_mods)
12502
0
            apply_focus_window = g.NavWindowingTarget;
12503
0
    }
12504
12505
    // Keyboard: Press and Release ALT to toggle menu layer
12506
    // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
12507
    // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
12508
0
    if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None))
12509
0
    {
12510
0
        g.NavWindowingToggleLayer = true;
12511
0
        g.NavInputSource = ImGuiInputSource_Keyboard;
12512
0
    }
12513
0
    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
12514
0
    {
12515
        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
12516
        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
12517
        // We cancel toggling nav layer if an owner has claimed the key.
12518
0
        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
12519
0
            g.NavWindowingToggleLayer = false;
12520
12521
        // Apply layer toggle on release
12522
        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
12523
0
        if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer)
12524
0
            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
12525
0
                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
12526
0
                    apply_toggle_layer = true;
12527
0
        if (!IsKeyDown(ImGuiMod_Alt))
12528
0
            g.NavWindowingToggleLayer = false;
12529
0
    }
12530
12531
    // Move window
12532
0
    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
12533
0
    {
12534
0
        ImVec2 nav_move_dir;
12535
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
12536
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
12537
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
12538
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12539
0
        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
12540
0
        {
12541
0
            const float NAV_MOVE_SPEED = 800.0f;
12542
0
            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
12543
0
            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
12544
0
            g.NavDisableMouseHover = true;
12545
0
            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaPos);
12546
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
12547
0
            {
12548
0
                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
12549
0
                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
12550
0
                g.NavWindowingAccumDeltaPos -= accum_floored;
12551
0
            }
12552
0
        }
12553
0
    }
12554
12555
    // Apply final focus
12556
0
    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
12557
0
    {
12558
0
        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
12559
0
        ClearActiveID();
12560
0
        NavRestoreHighlightAfterMove();
12561
0
        apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
12562
0
        ClosePopupsOverWindow(apply_focus_window, false);
12563
0
        FocusWindow(apply_focus_window);
12564
0
        if (apply_focus_window->NavLastIds[0] == 0)
12565
0
            NavInitWindow(apply_focus_window, false);
12566
12567
        // If the window has ONLY a menu layer (no main layer), select it directly
12568
        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
12569
        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
12570
        // the target window as already been previewed once.
12571
        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
12572
        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
12573
        // won't be valid.
12574
0
        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
12575
0
            g.NavLayer = ImGuiNavLayer_Menu;
12576
12577
        // Request OS level focus
12578
0
        if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
12579
0
            g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
12580
0
    }
12581
0
    if (apply_focus_window)
12582
0
        g.NavWindowingTarget = NULL;
12583
12584
    // Apply menu/layer toggle
12585
0
    if (apply_toggle_layer && g.NavWindow)
12586
0
    {
12587
0
        ClearActiveID();
12588
12589
        // Move to parent menu if necessary
12590
0
        ImGuiWindow* new_nav_window = g.NavWindow;
12591
0
        while (new_nav_window->ParentWindow
12592
0
            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
12593
0
            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
12594
0
            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
12595
0
            new_nav_window = new_nav_window->ParentWindow;
12596
0
        if (new_nav_window != g.NavWindow)
12597
0
        {
12598
0
            ImGuiWindow* old_nav_window = g.NavWindow;
12599
0
            FocusWindow(new_nav_window);
12600
0
            new_nav_window->NavLastChildNavWindow = old_nav_window;
12601
0
        }
12602
12603
        // Toggle layer
12604
0
        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
12605
0
        if (new_nav_layer != g.NavLayer)
12606
0
        {
12607
            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
12608
0
            const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
12609
0
            if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
12610
0
                g.NavWindow->NavLastIds[new_nav_layer] = 0;
12611
0
            NavRestoreLayer(new_nav_layer);
12612
0
            NavRestoreHighlightAfterMove();
12613
0
        }
12614
0
    }
12615
0
}
12616
12617
// Window has already passed the IsWindowNavFocusable()
12618
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
12619
0
{
12620
0
    if (window->Flags & ImGuiWindowFlags_Popup)
12621
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
12622
0
    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
12623
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
12624
0
    if (window->DockNodeAsHost)
12625
0
        return "(Dock node)"; // Not normally shown to user.
12626
0
    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
12627
0
}
12628
12629
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
12630
void ImGui::NavUpdateWindowingOverlay()
12631
0
{
12632
0
    ImGuiContext& g = *GImGui;
12633
0
    IM_ASSERT(g.NavWindowingTarget != NULL);
12634
12635
0
    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
12636
0
        return;
12637
12638
0
    if (g.NavWindowingListWindow == NULL)
12639
0
        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
12640
0
    const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
12641
0
    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
12642
0
    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
12643
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
12644
0
    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
12645
0
    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
12646
0
    {
12647
0
        ImGuiWindow* window = g.WindowsFocusOrder[n];
12648
0
        IM_ASSERT(window != NULL); // Fix static analyzers
12649
0
        if (!IsWindowNavFocusable(window))
12650
0
            continue;
12651
0
        const char* label = window->Name;
12652
0
        if (label == FindRenderedTextEnd(label))
12653
0
            label = GetFallbackWindowNameForWindowingList(window);
12654
0
        Selectable(label, g.NavWindowingTarget == window);
12655
0
    }
12656
0
    End();
12657
0
    PopStyleVar();
12658
0
}
12659
12660
12661
//-----------------------------------------------------------------------------
12662
// [SECTION] DRAG AND DROP
12663
//-----------------------------------------------------------------------------
12664
12665
bool ImGui::IsDragDropActive()
12666
0
{
12667
0
    ImGuiContext& g = *GImGui;
12668
0
    return g.DragDropActive;
12669
0
}
12670
12671
void ImGui::ClearDragDrop()
12672
0
{
12673
0
    ImGuiContext& g = *GImGui;
12674
0
    g.DragDropActive = false;
12675
0
    g.DragDropPayload.Clear();
12676
0
    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
12677
0
    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
12678
0
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
12679
0
    g.DragDropAcceptFrameCount = -1;
12680
12681
0
    g.DragDropPayloadBufHeap.clear();
12682
0
    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
12683
0
}
12684
12685
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
12686
// If the item has an identifier:
12687
// - This assume/require the item to be activated (typically via ButtonBehavior).
12688
// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
12689
// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
12690
// If the item has no identifier:
12691
// - Currently always assume left mouse button.
12692
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
12693
0
{
12694
0
    ImGuiContext& g = *GImGui;
12695
0
    ImGuiWindow* window = g.CurrentWindow;
12696
12697
    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
12698
    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
12699
0
    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
12700
12701
0
    bool source_drag_active = false;
12702
0
    ImGuiID source_id = 0;
12703
0
    ImGuiID source_parent_id = 0;
12704
0
    if (!(flags & ImGuiDragDropFlags_SourceExtern))
12705
0
    {
12706
0
        source_id = g.LastItemData.ID;
12707
0
        if (source_id != 0)
12708
0
        {
12709
            // Common path: items with ID
12710
0
            if (g.ActiveId != source_id)
12711
0
                return false;
12712
0
            if (g.ActiveIdMouseButton != -1)
12713
0
                mouse_button = g.ActiveIdMouseButton;
12714
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
12715
0
                return false;
12716
0
            g.ActiveIdAllowOverlap = false;
12717
0
        }
12718
0
        else
12719
0
        {
12720
            // Uncommon path: items without ID
12721
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
12722
0
                return false;
12723
0
            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
12724
0
                return false;
12725
12726
            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
12727
            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
12728
0
            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
12729
0
            {
12730
0
                IM_ASSERT(0);
12731
0
                return false;
12732
0
            }
12733
12734
            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
12735
            // We build a throwaway ID based on current ID stack + relative AABB of items in window.
12736
            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
12737
            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
12738
            // Rely on keeping other window->LastItemXXX fields intact.
12739
0
            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
12740
0
            KeepAliveID(source_id);
12741
0
            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id);
12742
0
            if (is_hovered && g.IO.MouseClicked[mouse_button])
12743
0
            {
12744
0
                SetActiveID(source_id, window);
12745
0
                FocusWindow(window);
12746
0
            }
12747
0
            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
12748
0
                g.ActiveIdAllowOverlap = is_hovered;
12749
0
        }
12750
0
        if (g.ActiveId != source_id)
12751
0
            return false;
12752
0
        source_parent_id = window->IDStack.back();
12753
0
        source_drag_active = IsMouseDragging(mouse_button);
12754
12755
        // Disable navigation and key inputs while dragging + cancel existing request if any
12756
0
        SetActiveIdUsingAllKeyboardKeys();
12757
0
    }
12758
0
    else
12759
0
    {
12760
0
        window = NULL;
12761
0
        source_id = ImHashStr("#SourceExtern");
12762
0
        source_drag_active = true;
12763
0
    }
12764
12765
0
    if (source_drag_active)
12766
0
    {
12767
0
        if (!g.DragDropActive)
12768
0
        {
12769
0
            IM_ASSERT(source_id != 0);
12770
0
            ClearDragDrop();
12771
0
            ImGuiPayload& payload = g.DragDropPayload;
12772
0
            payload.SourceId = source_id;
12773
0
            payload.SourceParentId = source_parent_id;
12774
0
            g.DragDropActive = true;
12775
0
            g.DragDropSourceFlags = flags;
12776
0
            g.DragDropMouseButton = mouse_button;
12777
0
            if (payload.SourceId == g.ActiveId)
12778
0
                g.ActiveIdNoClearOnFocusLoss = true;
12779
0
        }
12780
0
        g.DragDropSourceFrameCount = g.FrameCount;
12781
0
        g.DragDropWithinSource = true;
12782
12783
0
        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
12784
0
        {
12785
            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
12786
            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
12787
0
            bool ret = BeginTooltip();
12788
0
            IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
12789
0
            IM_UNUSED(ret);
12790
12791
0
            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
12792
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow);
12793
0
        }
12794
12795
0
        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
12796
0
            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
12797
12798
0
        return true;
12799
0
    }
12800
0
    return false;
12801
0
}
12802
12803
void ImGui::EndDragDropSource()
12804
0
{
12805
0
    ImGuiContext& g = *GImGui;
12806
0
    IM_ASSERT(g.DragDropActive);
12807
0
    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
12808
12809
0
    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
12810
0
        EndTooltip();
12811
12812
    // Discard the drag if have not called SetDragDropPayload()
12813
0
    if (g.DragDropPayload.DataFrameCount == -1)
12814
0
        ClearDragDrop();
12815
0
    g.DragDropWithinSource = false;
12816
0
}
12817
12818
// Use 'cond' to choose to submit payload on drag start or every frame
12819
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
12820
0
{
12821
0
    ImGuiContext& g = *GImGui;
12822
0
    ImGuiPayload& payload = g.DragDropPayload;
12823
0
    if (cond == 0)
12824
0
        cond = ImGuiCond_Always;
12825
12826
0
    IM_ASSERT(type != NULL);
12827
0
    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
12828
0
    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
12829
0
    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
12830
0
    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
12831
12832
0
    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
12833
0
    {
12834
        // Copy payload
12835
0
        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
12836
0
        g.DragDropPayloadBufHeap.resize(0);
12837
0
        if (data_size > sizeof(g.DragDropPayloadBufLocal))
12838
0
        {
12839
            // Store in heap
12840
0
            g.DragDropPayloadBufHeap.resize((int)data_size);
12841
0
            payload.Data = g.DragDropPayloadBufHeap.Data;
12842
0
            memcpy(payload.Data, data, data_size);
12843
0
        }
12844
0
        else if (data_size > 0)
12845
0
        {
12846
            // Store locally
12847
0
            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
12848
0
            payload.Data = g.DragDropPayloadBufLocal;
12849
0
            memcpy(payload.Data, data, data_size);
12850
0
        }
12851
0
        else
12852
0
        {
12853
0
            payload.Data = NULL;
12854
0
        }
12855
0
        payload.DataSize = (int)data_size;
12856
0
    }
12857
0
    payload.DataFrameCount = g.FrameCount;
12858
12859
    // Return whether the payload has been accepted
12860
0
    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
12861
0
}
12862
12863
bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
12864
0
{
12865
0
    ImGuiContext& g = *GImGui;
12866
0
    if (!g.DragDropActive)
12867
0
        return false;
12868
12869
0
    ImGuiWindow* window = g.CurrentWindow;
12870
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
12871
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
12872
0
        return false;
12873
0
    IM_ASSERT(id != 0);
12874
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
12875
0
        return false;
12876
0
    if (window->SkipItems)
12877
0
        return false;
12878
12879
0
    IM_ASSERT(g.DragDropWithinTarget == false);
12880
0
    g.DragDropTargetRect = bb;
12881
0
    g.DragDropTargetId = id;
12882
0
    g.DragDropWithinTarget = true;
12883
0
    return true;
12884
0
}
12885
12886
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
12887
// 1) we use LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
12888
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
12889
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
12890
bool ImGui::BeginDragDropTarget()
12891
0
{
12892
0
    ImGuiContext& g = *GImGui;
12893
0
    if (!g.DragDropActive)
12894
0
        return false;
12895
12896
0
    ImGuiWindow* window = g.CurrentWindow;
12897
0
    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
12898
0
        return false;
12899
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
12900
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
12901
0
        return false;
12902
12903
0
    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
12904
0
    ImGuiID id = g.LastItemData.ID;
12905
0
    if (id == 0)
12906
0
    {
12907
0
        id = window->GetIDFromRectangle(display_rect);
12908
0
        KeepAliveID(id);
12909
0
    }
12910
0
    if (g.DragDropPayload.SourceId == id)
12911
0
        return false;
12912
12913
0
    IM_ASSERT(g.DragDropWithinTarget == false);
12914
0
    g.DragDropTargetRect = display_rect;
12915
0
    g.DragDropTargetId = id;
12916
0
    g.DragDropWithinTarget = true;
12917
0
    return true;
12918
0
}
12919
12920
bool ImGui::IsDragDropPayloadBeingAccepted()
12921
0
{
12922
0
    ImGuiContext& g = *GImGui;
12923
0
    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
12924
0
}
12925
12926
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
12927
0
{
12928
0
    ImGuiContext& g = *GImGui;
12929
0
    ImGuiWindow* window = g.CurrentWindow;
12930
0
    ImGuiPayload& payload = g.DragDropPayload;
12931
0
    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
12932
0
    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
12933
0
    if (type != NULL && !payload.IsDataType(type))
12934
0
        return NULL;
12935
12936
    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
12937
    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
12938
0
    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
12939
0
    ImRect r = g.DragDropTargetRect;
12940
0
    float r_surface = r.GetWidth() * r.GetHeight();
12941
0
    if (r_surface > g.DragDropAcceptIdCurrRectSurface)
12942
0
        return NULL;
12943
12944
0
    g.DragDropAcceptFlags = flags;
12945
0
    g.DragDropAcceptIdCurr = g.DragDropTargetId;
12946
0
    g.DragDropAcceptIdCurrRectSurface = r_surface;
12947
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
12948
12949
    // Render default drop visuals
12950
0
    payload.Preview = was_accepted_previously;
12951
0
    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
12952
0
    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
12953
0
        window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
12954
12955
0
    g.DragDropAcceptFrameCount = g.FrameCount;
12956
0
    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
12957
0
    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
12958
0
        return NULL;
12959
12960
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId);
12961
0
    return &payload;
12962
0
}
12963
12964
// FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
12965
void ImGui::RenderDragDropTargetRect(const ImRect& bb)
12966
0
{
12967
0
    GetWindowDrawList()->AddRect(bb.Min - ImVec2(3.5f, 3.5f), bb.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
12968
0
}
12969
12970
const ImGuiPayload* ImGui::GetDragDropPayload()
12971
0
{
12972
0
    ImGuiContext& g = *GImGui;
12973
0
    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
12974
0
}
12975
12976
void ImGui::EndDragDropTarget()
12977
0
{
12978
0
    ImGuiContext& g = *GImGui;
12979
0
    IM_ASSERT(g.DragDropActive);
12980
0
    IM_ASSERT(g.DragDropWithinTarget);
12981
0
    g.DragDropWithinTarget = false;
12982
12983
    // Clear drag and drop state payload right after delivery
12984
0
    if (g.DragDropPayload.Delivery)
12985
0
        ClearDragDrop();
12986
0
}
12987
12988
//-----------------------------------------------------------------------------
12989
// [SECTION] LOGGING/CAPTURING
12990
//-----------------------------------------------------------------------------
12991
// All text output from the interface can be captured into tty/file/clipboard.
12992
// By default, tree nodes are automatically opened during logging.
12993
//-----------------------------------------------------------------------------
12994
12995
// Pass text data straight to log (without being displayed)
12996
static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
12997
0
{
12998
0
    if (g.LogFile)
12999
0
    {
13000
0
        g.LogBuffer.Buf.resize(0);
13001
0
        g.LogBuffer.appendfv(fmt, args);
13002
0
        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
13003
0
    }
13004
0
    else
13005
0
    {
13006
0
        g.LogBuffer.appendfv(fmt, args);
13007
0
    }
13008
0
}
13009
13010
void ImGui::LogText(const char* fmt, ...)
13011
0
{
13012
0
    ImGuiContext& g = *GImGui;
13013
0
    if (!g.LogEnabled)
13014
0
        return;
13015
13016
0
    va_list args;
13017
0
    va_start(args, fmt);
13018
0
    LogTextV(g, fmt, args);
13019
0
    va_end(args);
13020
0
}
13021
13022
void ImGui::LogTextV(const char* fmt, va_list args)
13023
0
{
13024
0
    ImGuiContext& g = *GImGui;
13025
0
    if (!g.LogEnabled)
13026
0
        return;
13027
13028
0
    LogTextV(g, fmt, args);
13029
0
}
13030
13031
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
13032
// We split text into individual lines to add current tree level padding
13033
// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
13034
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
13035
0
{
13036
0
    ImGuiContext& g = *GImGui;
13037
0
    ImGuiWindow* window = g.CurrentWindow;
13038
13039
0
    const char* prefix = g.LogNextPrefix;
13040
0
    const char* suffix = g.LogNextSuffix;
13041
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13042
13043
0
    if (!text_end)
13044
0
        text_end = FindRenderedTextEnd(text, text_end);
13045
13046
0
    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
13047
0
    if (ref_pos)
13048
0
        g.LogLinePosY = ref_pos->y;
13049
0
    if (log_new_line)
13050
0
    {
13051
0
        LogText(IM_NEWLINE);
13052
0
        g.LogLineFirstItem = true;
13053
0
    }
13054
13055
0
    if (prefix)
13056
0
        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
13057
13058
    // Re-adjust padding if we have popped out of our starting depth
13059
0
    if (g.LogDepthRef > window->DC.TreeDepth)
13060
0
        g.LogDepthRef = window->DC.TreeDepth;
13061
0
    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
13062
13063
0
    const char* text_remaining = text;
13064
0
    for (;;)
13065
0
    {
13066
        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
13067
        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
13068
0
        const char* line_start = text_remaining;
13069
0
        const char* line_end = ImStreolRange(line_start, text_end);
13070
0
        const bool is_last_line = (line_end == text_end);
13071
0
        if (line_start != line_end || !is_last_line)
13072
0
        {
13073
0
            const int line_length = (int)(line_end - line_start);
13074
0
            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
13075
0
            LogText("%*s%.*s", indentation, "", line_length, line_start);
13076
0
            g.LogLineFirstItem = false;
13077
0
            if (*line_end == '\n')
13078
0
            {
13079
0
                LogText(IM_NEWLINE);
13080
0
                g.LogLineFirstItem = true;
13081
0
            }
13082
0
        }
13083
0
        if (is_last_line)
13084
0
            break;
13085
0
        text_remaining = line_end + 1;
13086
0
    }
13087
13088
0
    if (suffix)
13089
0
        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
13090
0
}
13091
13092
// Start logging/capturing text output
13093
void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
13094
0
{
13095
0
    ImGuiContext& g = *GImGui;
13096
0
    ImGuiWindow* window = g.CurrentWindow;
13097
0
    IM_ASSERT(g.LogEnabled == false);
13098
0
    IM_ASSERT(g.LogFile == NULL);
13099
0
    IM_ASSERT(g.LogBuffer.empty());
13100
0
    g.LogEnabled = true;
13101
0
    g.LogType = type;
13102
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13103
0
    g.LogDepthRef = window->DC.TreeDepth;
13104
0
    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
13105
0
    g.LogLinePosY = FLT_MAX;
13106
0
    g.LogLineFirstItem = true;
13107
0
}
13108
13109
// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
13110
void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
13111
0
{
13112
0
    ImGuiContext& g = *GImGui;
13113
0
    g.LogNextPrefix = prefix;
13114
0
    g.LogNextSuffix = suffix;
13115
0
}
13116
13117
void ImGui::LogToTTY(int auto_open_depth)
13118
0
{
13119
0
    ImGuiContext& g = *GImGui;
13120
0
    if (g.LogEnabled)
13121
0
        return;
13122
0
    IM_UNUSED(auto_open_depth);
13123
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13124
0
    LogBegin(ImGuiLogType_TTY, auto_open_depth);
13125
0
    g.LogFile = stdout;
13126
0
#endif
13127
0
}
13128
13129
// Start logging/capturing text output to given file
13130
void ImGui::LogToFile(int auto_open_depth, const char* filename)
13131
0
{
13132
0
    ImGuiContext& g = *GImGui;
13133
0
    if (g.LogEnabled)
13134
0
        return;
13135
13136
    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
13137
    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
13138
    // By opening the file in binary mode "ab" we have consistent output everywhere.
13139
0
    if (!filename)
13140
0
        filename = g.IO.LogFilename;
13141
0
    if (!filename || !filename[0])
13142
0
        return;
13143
0
    ImFileHandle f = ImFileOpen(filename, "ab");
13144
0
    if (!f)
13145
0
    {
13146
0
        IM_ASSERT(0);
13147
0
        return;
13148
0
    }
13149
13150
0
    LogBegin(ImGuiLogType_File, auto_open_depth);
13151
0
    g.LogFile = f;
13152
0
}
13153
13154
// Start logging/capturing text output to clipboard
13155
void ImGui::LogToClipboard(int auto_open_depth)
13156
0
{
13157
0
    ImGuiContext& g = *GImGui;
13158
0
    if (g.LogEnabled)
13159
0
        return;
13160
0
    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
13161
0
}
13162
13163
void ImGui::LogToBuffer(int auto_open_depth)
13164
0
{
13165
0
    ImGuiContext& g = *GImGui;
13166
0
    if (g.LogEnabled)
13167
0
        return;
13168
0
    LogBegin(ImGuiLogType_Buffer, auto_open_depth);
13169
0
}
13170
13171
void ImGui::LogFinish()
13172
0
{
13173
0
    ImGuiContext& g = *GImGui;
13174
0
    if (!g.LogEnabled)
13175
0
        return;
13176
13177
0
    LogText(IM_NEWLINE);
13178
0
    switch (g.LogType)
13179
0
    {
13180
0
    case ImGuiLogType_TTY:
13181
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13182
0
        fflush(g.LogFile);
13183
0
#endif
13184
0
        break;
13185
0
    case ImGuiLogType_File:
13186
0
        ImFileClose(g.LogFile);
13187
0
        break;
13188
0
    case ImGuiLogType_Buffer:
13189
0
        break;
13190
0
    case ImGuiLogType_Clipboard:
13191
0
        if (!g.LogBuffer.empty())
13192
0
            SetClipboardText(g.LogBuffer.begin());
13193
0
        break;
13194
0
    case ImGuiLogType_None:
13195
0
        IM_ASSERT(0);
13196
0
        break;
13197
0
    }
13198
13199
0
    g.LogEnabled = false;
13200
0
    g.LogType = ImGuiLogType_None;
13201
0
    g.LogFile = NULL;
13202
0
    g.LogBuffer.clear();
13203
0
}
13204
13205
// Helper to display logging buttons
13206
// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
13207
void ImGui::LogButtons()
13208
0
{
13209
0
    ImGuiContext& g = *GImGui;
13210
13211
0
    PushID("LogButtons");
13212
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13213
0
    const bool log_to_tty = Button("Log To TTY"); SameLine();
13214
#else
13215
    const bool log_to_tty = false;
13216
#endif
13217
0
    const bool log_to_file = Button("Log To File"); SameLine();
13218
0
    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
13219
0
    PushTabStop(false);
13220
0
    SetNextItemWidth(80.0f);
13221
0
    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
13222
0
    PopTabStop();
13223
0
    PopID();
13224
13225
    // Start logging at the end of the function so that the buttons don't appear in the log
13226
0
    if (log_to_tty)
13227
0
        LogToTTY();
13228
0
    if (log_to_file)
13229
0
        LogToFile();
13230
0
    if (log_to_clipboard)
13231
0
        LogToClipboard();
13232
0
}
13233
13234
13235
//-----------------------------------------------------------------------------
13236
// [SECTION] SETTINGS
13237
//-----------------------------------------------------------------------------
13238
// - UpdateSettings() [Internal]
13239
// - MarkIniSettingsDirty() [Internal]
13240
// - FindSettingsHandler() [Internal]
13241
// - ClearIniSettings() [Internal]
13242
// - LoadIniSettingsFromDisk()
13243
// - LoadIniSettingsFromMemory()
13244
// - SaveIniSettingsToDisk()
13245
// - SaveIniSettingsToMemory()
13246
//-----------------------------------------------------------------------------
13247
// - CreateNewWindowSettings() [Internal]
13248
// - FindWindowSettingsByID() [Internal]
13249
// - FindWindowSettingsByWindow() [Internal]
13250
// - ClearWindowSettings() [Internal]
13251
// - WindowSettingsHandler_***() [Internal]
13252
//-----------------------------------------------------------------------------
13253
13254
// Called by NewFrame()
13255
void ImGui::UpdateSettings()
13256
0
{
13257
    // Load settings on first frame (if not explicitly loaded manually before)
13258
0
    ImGuiContext& g = *GImGui;
13259
0
    if (!g.SettingsLoaded)
13260
0
    {
13261
0
        IM_ASSERT(g.SettingsWindows.empty());
13262
0
        if (g.IO.IniFilename)
13263
0
            LoadIniSettingsFromDisk(g.IO.IniFilename);
13264
0
        g.SettingsLoaded = true;
13265
0
    }
13266
13267
    // Save settings (with a delay after the last modification, so we don't spam disk too much)
13268
0
    if (g.SettingsDirtyTimer > 0.0f)
13269
0
    {
13270
0
        g.SettingsDirtyTimer -= g.IO.DeltaTime;
13271
0
        if (g.SettingsDirtyTimer <= 0.0f)
13272
0
        {
13273
0
            if (g.IO.IniFilename != NULL)
13274
0
                SaveIniSettingsToDisk(g.IO.IniFilename);
13275
0
            else
13276
0
                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
13277
0
            g.SettingsDirtyTimer = 0.0f;
13278
0
        }
13279
0
    }
13280
0
}
13281
13282
void ImGui::MarkIniSettingsDirty()
13283
0
{
13284
0
    ImGuiContext& g = *GImGui;
13285
0
    if (g.SettingsDirtyTimer <= 0.0f)
13286
0
        g.SettingsDirtyTimer = g.IO.IniSavingRate;
13287
0
}
13288
13289
void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
13290
0
{
13291
0
    ImGuiContext& g = *GImGui;
13292
0
    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
13293
0
        if (g.SettingsDirtyTimer <= 0.0f)
13294
0
            g.SettingsDirtyTimer = g.IO.IniSavingRate;
13295
0
}
13296
13297
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
13298
0
{
13299
0
    ImGuiContext& g = *GImGui;
13300
0
    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
13301
0
    g.SettingsHandlers.push_back(*handler);
13302
0
}
13303
13304
void ImGui::RemoveSettingsHandler(const char* type_name)
13305
0
{
13306
0
    ImGuiContext& g = *GImGui;
13307
0
    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
13308
0
        g.SettingsHandlers.erase(handler);
13309
0
}
13310
13311
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
13312
0
{
13313
0
    ImGuiContext& g = *GImGui;
13314
0
    const ImGuiID type_hash = ImHashStr(type_name);
13315
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13316
0
        if (g.SettingsHandlers[handler_n].TypeHash == type_hash)
13317
0
            return &g.SettingsHandlers[handler_n];
13318
0
    return NULL;
13319
0
}
13320
13321
// Clear all settings (windows, tables, docking etc.)
13322
void ImGui::ClearIniSettings()
13323
0
{
13324
0
    ImGuiContext& g = *GImGui;
13325
0
    g.SettingsIniData.clear();
13326
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13327
0
        if (g.SettingsHandlers[handler_n].ClearAllFn)
13328
0
            g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]);
13329
0
}
13330
13331
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
13332
0
{
13333
0
    size_t file_data_size = 0;
13334
0
    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
13335
0
    if (!file_data)
13336
0
        return;
13337
0
    if (file_data_size > 0)
13338
0
        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
13339
0
    IM_FREE(file_data);
13340
0
}
13341
13342
// Zero-tolerance, no error reporting, cheap .ini parsing
13343
void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
13344
0
{
13345
0
    ImGuiContext& g = *GImGui;
13346
0
    IM_ASSERT(g.Initialized);
13347
    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
13348
    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
13349
13350
    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
13351
    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
13352
0
    if (ini_size == 0)
13353
0
        ini_size = strlen(ini_data);
13354
0
    g.SettingsIniData.Buf.resize((int)ini_size + 1);
13355
0
    char* const buf = g.SettingsIniData.Buf.Data;
13356
0
    char* const buf_end = buf + ini_size;
13357
0
    memcpy(buf, ini_data, ini_size);
13358
0
    buf_end[0] = 0;
13359
13360
    // Call pre-read handlers
13361
    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
13362
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13363
0
        if (g.SettingsHandlers[handler_n].ReadInitFn)
13364
0
            g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]);
13365
13366
0
    void* entry_data = NULL;
13367
0
    ImGuiSettingsHandler* entry_handler = NULL;
13368
13369
0
    char* line_end = NULL;
13370
0
    for (char* line = buf; line < buf_end; line = line_end + 1)
13371
0
    {
13372
        // Skip new lines markers, then find end of the line
13373
0
        while (*line == '\n' || *line == '\r')
13374
0
            line++;
13375
0
        line_end = line;
13376
0
        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
13377
0
            line_end++;
13378
0
        line_end[0] = 0;
13379
0
        if (line[0] == ';')
13380
0
            continue;
13381
0
        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
13382
0
        {
13383
            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
13384
0
            line_end[-1] = 0;
13385
0
            const char* name_end = line_end - 1;
13386
0
            const char* type_start = line + 1;
13387
0
            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
13388
0
            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
13389
0
            if (!type_end || !name_start)
13390
0
                continue;
13391
0
            *type_end = 0; // Overwrite first ']'
13392
0
            name_start++;  // Skip second '['
13393
0
            entry_handler = FindSettingsHandler(type_start);
13394
0
            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
13395
0
        }
13396
0
        else if (entry_handler != NULL && entry_data != NULL)
13397
0
        {
13398
            // Let type handler parse the line
13399
0
            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
13400
0
        }
13401
0
    }
13402
0
    g.SettingsLoaded = true;
13403
13404
    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
13405
0
    memcpy(buf, ini_data, ini_size);
13406
13407
    // Call post-read handlers
13408
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13409
0
        if (g.SettingsHandlers[handler_n].ApplyAllFn)
13410
0
            g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]);
13411
0
}
13412
13413
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
13414
0
{
13415
0
    ImGuiContext& g = *GImGui;
13416
0
    g.SettingsDirtyTimer = 0.0f;
13417
0
    if (!ini_filename)
13418
0
        return;
13419
13420
0
    size_t ini_data_size = 0;
13421
0
    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
13422
0
    ImFileHandle f = ImFileOpen(ini_filename, "wt");
13423
0
    if (!f)
13424
0
        return;
13425
0
    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
13426
0
    ImFileClose(f);
13427
0
}
13428
13429
// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
13430
const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
13431
0
{
13432
0
    ImGuiContext& g = *GImGui;
13433
0
    g.SettingsDirtyTimer = 0.0f;
13434
0
    g.SettingsIniData.Buf.resize(0);
13435
0
    g.SettingsIniData.Buf.push_back(0);
13436
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13437
0
    {
13438
0
        ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];
13439
0
        handler->WriteAllFn(&g, handler, &g.SettingsIniData);
13440
0
    }
13441
0
    if (out_size)
13442
0
        *out_size = (size_t)g.SettingsIniData.size();
13443
0
    return g.SettingsIniData.c_str();
13444
0
}
13445
13446
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
13447
0
{
13448
0
    ImGuiContext& g = *GImGui;
13449
13450
0
#if !IMGUI_DEBUG_INI_SETTINGS
13451
    // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
13452
    // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier.
13453
0
    if (const char* p = strstr(name, "###"))
13454
0
        name = p;
13455
0
#endif
13456
0
    const size_t name_len = strlen(name);
13457
13458
    // Allocate chunk
13459
0
    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
13460
0
    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
13461
0
    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
13462
0
    settings->ID = ImHashStr(name, name_len);
13463
0
    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator
13464
13465
0
    return settings;
13466
0
}
13467
13468
// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.
13469
// This is called once per window .ini entry + once per newly instantiated window.
13470
ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)
13471
0
{
13472
0
    ImGuiContext& g = *GImGui;
13473
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13474
0
        if (settings->ID == id)
13475
0
            return settings;
13476
0
    return NULL;
13477
0
}
13478
13479
// This is faster if you are holding on a Window already as we don't need to perform a search.
13480
ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
13481
0
{
13482
0
    ImGuiContext& g = *GImGui;
13483
0
    if (window->SettingsOffset != -1)
13484
0
        return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
13485
0
    return FindWindowSettingsByID(window->ID);
13486
0
}
13487
13488
// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.
13489
void ImGui::ClearWindowSettings(const char* name)
13490
0
{
13491
    //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
13492
0
    ImGuiContext& g = *GImGui;
13493
0
    ImGuiWindow* window = FindWindowByName(name);
13494
0
    if (window != NULL)
13495
0
    {
13496
0
        window->Flags |= ImGuiWindowFlags_NoSavedSettings;
13497
0
        InitOrLoadWindowSettings(window, NULL);
13498
0
        if (window->DockId != 0)
13499
0
            DockContextProcessUndockWindow(&g, window, true);
13500
0
    }
13501
0
    if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
13502
0
        settings->WantDelete = true;
13503
0
}
13504
13505
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
13506
0
{
13507
0
    ImGuiContext& g = *ctx;
13508
0
    for (int i = 0; i != g.Windows.Size; i++)
13509
0
        g.Windows[i]->SettingsOffset = -1;
13510
0
    g.SettingsWindows.clear();
13511
0
}
13512
13513
static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
13514
0
{
13515
0
    ImGuiID id = ImHashStr(name);
13516
0
    ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);
13517
0
    if (settings)
13518
0
        *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
13519
0
    else
13520
0
        settings = ImGui::CreateNewWindowSettings(name);
13521
0
    settings->ID = id;
13522
0
    settings->WantApply = true;
13523
0
    return (void*)settings;
13524
0
}
13525
13526
static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
13527
0
{
13528
0
    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
13529
0
    int x, y;
13530
0
    int i;
13531
0
    ImU32 u1;
13532
0
    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)             { settings->Pos = ImVec2ih((short)x, (short)y); }
13533
0
    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)       { settings->Size = ImVec2ih((short)x, (short)y); }
13534
0
    else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1)   { settings->ViewportId = u1; }
13535
0
    else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
13536
0
    else if (sscanf(line, "Collapsed=%d", &i) == 1)         { settings->Collapsed = (i != 0); }
13537
0
    else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2)  { settings->DockId = u1; settings->DockOrder = (short)i; }
13538
0
    else if (sscanf(line, "DockId=0x%X", &u1) == 1)         { settings->DockId = u1; settings->DockOrder = -1; }
13539
0
    else if (sscanf(line, "ClassId=0x%X", &u1) == 1)        { settings->ClassId = u1; }
13540
0
}
13541
13542
// Apply to existing windows (if any)
13543
static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
13544
0
{
13545
0
    ImGuiContext& g = *ctx;
13546
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13547
0
        if (settings->WantApply)
13548
0
        {
13549
0
            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
13550
0
                ApplyWindowSettings(window, settings);
13551
0
            settings->WantApply = false;
13552
0
        }
13553
0
}
13554
13555
static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
13556
0
{
13557
    // Gather data from windows that were active during this session
13558
    // (if a window wasn't opened in this session we preserve its settings)
13559
0
    ImGuiContext& g = *ctx;
13560
0
    for (int i = 0; i != g.Windows.Size; i++)
13561
0
    {
13562
0
        ImGuiWindow* window = g.Windows[i];
13563
0
        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
13564
0
            continue;
13565
13566
0
        ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);
13567
0
        if (!settings)
13568
0
        {
13569
0
            settings = ImGui::CreateNewWindowSettings(window->Name);
13570
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
13571
0
        }
13572
0
        IM_ASSERT(settings->ID == window->ID);
13573
0
        settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
13574
0
        settings->Size = ImVec2ih(window->SizeFull);
13575
0
        settings->ViewportId = window->ViewportId;
13576
0
        settings->ViewportPos = ImVec2ih(window->ViewportPos);
13577
0
        IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
13578
0
        settings->DockId = window->DockId;
13579
0
        settings->ClassId = window->WindowClass.ClassId;
13580
0
        settings->DockOrder = window->DockOrder;
13581
0
        settings->Collapsed = window->Collapsed;
13582
0
        settings->WantDelete = false;
13583
0
    }
13584
13585
    // Write to text buffer
13586
0
    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
13587
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13588
0
    {
13589
0
        if (settings->WantDelete)
13590
0
            continue;
13591
0
        const char* settings_name = settings->GetName();
13592
0
        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
13593
0
        if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
13594
0
        {
13595
0
            buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
13596
0
            buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
13597
0
        }
13598
0
        if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
13599
0
            buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
13600
0
        if (settings->Size.x != 0 || settings->Size.y != 0)
13601
0
            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
13602
0
        buf->appendf("Collapsed=%d\n", settings->Collapsed);
13603
0
        if (settings->DockId != 0)
13604
0
        {
13605
            //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
13606
0
            if (settings->DockOrder == -1)
13607
0
                buf->appendf("DockId=0x%08X\n", settings->DockId);
13608
0
            else
13609
0
                buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
13610
0
            if (settings->ClassId != 0)
13611
0
                buf->appendf("ClassId=0x%08X\n", settings->ClassId);
13612
0
        }
13613
0
        buf->append("\n");
13614
0
    }
13615
0
}
13616
13617
13618
//-----------------------------------------------------------------------------
13619
// [SECTION] LOCALIZATION
13620
//-----------------------------------------------------------------------------
13621
13622
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
13623
0
{
13624
0
    ImGuiContext& g = *GImGui;
13625
0
    for (int n = 0; n < count; n++)
13626
0
        g.LocalizationTable[entries[n].Key] = entries[n].Text;
13627
0
}
13628
13629
13630
//-----------------------------------------------------------------------------
13631
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
13632
//-----------------------------------------------------------------------------
13633
// - GetMainViewport()
13634
// - FindViewportByID()
13635
// - FindViewportByPlatformHandle()
13636
// - SetCurrentViewport() [Internal]
13637
// - SetWindowViewport() [Internal]
13638
// - GetWindowAlwaysWantOwnViewport() [Internal]
13639
// - UpdateTryMergeWindowIntoHostViewport() [Internal]
13640
// - UpdateTryMergeWindowIntoHostViewports() [Internal]
13641
// - TranslateWindowsInViewport() [Internal]
13642
// - ScaleWindowsInViewport() [Internal]
13643
// - FindHoveredViewportFromPlatformWindowStack() [Internal]
13644
// - UpdateViewportsNewFrame() [Internal]
13645
// - UpdateViewportsEndFrame() [Internal]
13646
// - AddUpdateViewport() [Internal]
13647
// - WindowSelectViewport() [Internal]
13648
// - WindowSyncOwnedViewport() [Internal]
13649
// - UpdatePlatformWindows()
13650
// - RenderPlatformWindowsDefault()
13651
// - FindPlatformMonitorForPos() [Internal]
13652
// - FindPlatformMonitorForRect() [Internal]
13653
// - UpdateViewportPlatformMonitor() [Internal]
13654
// - DestroyPlatformWindow() [Internal]
13655
// - DestroyPlatformWindows()
13656
//-----------------------------------------------------------------------------
13657
13658
ImGuiViewport* ImGui::GetMainViewport()
13659
0
{
13660
0
    ImGuiContext& g = *GImGui;
13661
0
    return g.Viewports[0];
13662
0
}
13663
13664
// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
13665
ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
13666
0
{
13667
0
    ImGuiContext& g = *GImGui;
13668
0
    for (int n = 0; n < g.Viewports.Size; n++)
13669
0
        if (g.Viewports[n]->ID == id)
13670
0
            return g.Viewports[n];
13671
0
    return NULL;
13672
0
}
13673
13674
ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
13675
0
{
13676
0
    ImGuiContext& g = *GImGui;
13677
0
    for (int i = 0; i != g.Viewports.Size; i++)
13678
0
        if (g.Viewports[i]->PlatformHandle == platform_handle)
13679
0
            return g.Viewports[i];
13680
0
    return NULL;
13681
0
}
13682
13683
void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
13684
0
{
13685
0
    ImGuiContext& g = *GImGui;
13686
0
    (void)current_window;
13687
13688
0
    if (viewport)
13689
0
        viewport->LastFrameActive = g.FrameCount;
13690
0
    if (g.CurrentViewport == viewport)
13691
0
        return;
13692
0
    g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
13693
0
    g.CurrentViewport = viewport;
13694
    //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
13695
13696
    // Notify platform layer of viewport changes
13697
    // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
13698
0
    if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
13699
0
        g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
13700
0
}
13701
13702
void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
13703
0
{
13704
    // Abandon viewport
13705
0
    if (window->ViewportOwned && window->Viewport->Window == window)
13706
0
        window->Viewport->Size = ImVec2(0.0f, 0.0f);
13707
13708
0
    window->Viewport = viewport;
13709
0
    window->ViewportId = viewport->ID;
13710
0
    window->ViewportOwned = (viewport->Window == window);
13711
0
}
13712
13713
static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
13714
0
{
13715
    // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
13716
0
    ImGuiContext& g = *GImGui;
13717
0
    if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
13718
0
        if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
13719
0
            if (!window->DockIsActive)
13720
0
                if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
13721
0
                    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
13722
0
                        return true;
13723
0
    return false;
13724
0
}
13725
13726
static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
13727
0
{
13728
0
    ImGuiContext& g = *GImGui;
13729
0
    if (window->Viewport == viewport)
13730
0
        return false;
13731
0
    if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
13732
0
        return false;
13733
0
    if ((viewport->Flags & ImGuiViewportFlags_Minimized) != 0)
13734
0
        return false;
13735
0
    if (!viewport->GetMainRect().Contains(window->Rect()))
13736
0
        return false;
13737
0
    if (GetWindowAlwaysWantOwnViewport(window))
13738
0
        return false;
13739
13740
    // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
13741
0
    for (int n = 0; n < g.Windows.Size; n++)
13742
0
    {
13743
0
        ImGuiWindow* window_behind = g.Windows[n];
13744
0
        if (window_behind == window)
13745
0
            break;
13746
0
        if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
13747
0
            if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
13748
0
                return false;
13749
0
    }
13750
13751
    // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
13752
0
    ImGuiViewportP* old_viewport = window->Viewport;
13753
0
    if (window->ViewportOwned)
13754
0
        for (int n = 0; n < g.Windows.Size; n++)
13755
0
            if (g.Windows[n]->Viewport == old_viewport)
13756
0
                SetWindowViewport(g.Windows[n], viewport);
13757
0
    SetWindowViewport(window, viewport);
13758
0
    BringWindowToDisplayFront(window);
13759
13760
0
    return true;
13761
0
}
13762
13763
// FIXME: handle 0 to N host viewports
13764
static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
13765
0
{
13766
0
    ImGuiContext& g = *GImGui;
13767
0
    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
13768
0
}
13769
13770
// Translate Dear ImGui windows when a Host Viewport has been moved
13771
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
13772
void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
13773
0
{
13774
0
    ImGuiContext& g = *GImGui;
13775
0
    IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
13776
13777
    // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
13778
    // translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
13779
    // 2) If it's not going to fit into the new size, keep it at same absolute position.
13780
    // One problem with this is that most Win32 applications doesn't update their render while dragging,
13781
    // and so the window will appear to teleport when releasing the mouse.
13782
0
    const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
13783
0
    ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
13784
0
    ImVec2 delta_pos = new_pos - old_pos;
13785
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++) // FIXME-OPT
13786
0
        if (translate_all_windows || (g.Windows[window_n]->Viewport == viewport && test_still_fit_rect.Contains(g.Windows[window_n]->Rect())))
13787
0
            TranslateWindow(g.Windows[window_n], delta_pos);
13788
0
}
13789
13790
// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
13791
void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
13792
0
{
13793
0
    ImGuiContext& g = *GImGui;
13794
0
    if (viewport->Window)
13795
0
    {
13796
0
        ScaleWindow(viewport->Window, scale);
13797
0
    }
13798
0
    else
13799
0
    {
13800
0
        for (int i = 0; i != g.Windows.Size; i++)
13801
0
            if (g.Windows[i]->Viewport == viewport)
13802
0
                ScaleWindow(g.Windows[i], scale);
13803
0
    }
13804
0
}
13805
13806
// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
13807
// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
13808
// B) It requires Platform_GetWindowFocus to be implemented by backend.
13809
ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
13810
0
{
13811
0
    ImGuiContext& g = *GImGui;
13812
0
    ImGuiViewportP* best_candidate = NULL;
13813
0
    for (int n = 0; n < g.Viewports.Size; n++)
13814
0
    {
13815
0
        ImGuiViewportP* viewport = g.Viewports[n];
13816
0
        if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_Minimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
13817
0
            if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount)
13818
0
                best_candidate = viewport;
13819
0
    }
13820
0
    return best_candidate;
13821
0
}
13822
13823
// Update viewports and monitor infos
13824
// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
13825
static void ImGui::UpdateViewportsNewFrame()
13826
0
{
13827
0
    ImGuiContext& g = *GImGui;
13828
0
    IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
13829
13830
    // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
13831
0
    const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
13832
0
    if (viewports_enabled)
13833
0
    {
13834
0
        for (int n = 0; n < g.Viewports.Size; n++)
13835
0
        {
13836
0
            ImGuiViewportP* viewport = g.Viewports[n];
13837
0
            const bool platform_funcs_available = viewport->PlatformWindowCreated;
13838
0
            if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
13839
0
            {
13840
0
                bool minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
13841
0
                if (minimized)
13842
0
                    viewport->Flags |= ImGuiViewportFlags_Minimized;
13843
0
                else
13844
0
                    viewport->Flags &= ~ImGuiViewportFlags_Minimized;
13845
0
            }
13846
0
        }
13847
0
    }
13848
13849
    // Create/update main viewport with current platform position.
13850
    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
13851
0
    ImGuiViewportP* main_viewport = g.Viewports[0];
13852
0
    IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
13853
0
    IM_ASSERT(main_viewport->Window == NULL);
13854
0
    ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
13855
0
    ImVec2 main_viewport_size = g.IO.DisplaySize;
13856
0
    if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_Minimized))
13857
0
    {
13858
0
        main_viewport_pos = main_viewport->Pos;    // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
13859
0
        main_viewport_size = main_viewport->Size;
13860
0
    }
13861
0
    AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
13862
13863
0
    g.CurrentDpiScale = 0.0f;
13864
0
    g.CurrentViewport = NULL;
13865
0
    g.MouseViewport = NULL;
13866
0
    for (int n = 0; n < g.Viewports.Size; n++)
13867
0
    {
13868
0
        ImGuiViewportP* viewport = g.Viewports[n];
13869
0
        viewport->Idx = n;
13870
13871
        // Erase unused viewports
13872
0
        if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
13873
0
        {
13874
0
            DestroyViewport(viewport);
13875
0
            n--;
13876
0
            continue;
13877
0
        }
13878
13879
0
        const bool platform_funcs_available = viewport->PlatformWindowCreated;
13880
0
        if (viewports_enabled)
13881
0
        {
13882
            // Update Position and Size (from Platform Window to ImGui) if requested.
13883
            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
13884
0
            if (!(viewport->Flags & ImGuiViewportFlags_Minimized) && platform_funcs_available)
13885
0
            {
13886
                // Viewport->WorkPos and WorkSize will be updated below
13887
0
                if (viewport->PlatformRequestMove)
13888
0
                    viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
13889
0
                if (viewport->PlatformRequestResize)
13890
0
                    viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
13891
0
            }
13892
0
        }
13893
13894
        // Update/copy monitor info
13895
0
        UpdateViewportPlatformMonitor(viewport);
13896
13897
        // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
13898
0
        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
13899
0
        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
13900
0
        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
13901
0
        viewport->UpdateWorkRect();
13902
13903
        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
13904
0
        viewport->Alpha = 1.0f;
13905
13906
        // Translate Dear ImGui windows when a Host Viewport has been moved
13907
        // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
13908
0
        const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
13909
0
        if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
13910
0
            TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
13911
13912
        // Update DPI scale
13913
0
        float new_dpi_scale;
13914
0
        if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
13915
0
            new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
13916
0
        else if (viewport->PlatformMonitor != -1)
13917
0
            new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
13918
0
        else
13919
0
            new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
13920
0
        if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
13921
0
        {
13922
0
            float scale_factor = new_dpi_scale / viewport->DpiScale;
13923
0
            if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
13924
0
                ScaleWindowsInViewport(viewport, scale_factor);
13925
            //if (viewport == GetMainViewport())
13926
            //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
13927
13928
            // Scale our window moving pivot so that the window will rescale roughly around the mouse position.
13929
            // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
13930
            // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
13931
            //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
13932
            //    g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor);
13933
0
        }
13934
0
        viewport->DpiScale = new_dpi_scale;
13935
0
    }
13936
13937
    // Update fallback monitor
13938
0
    if (g.PlatformIO.Monitors.Size == 0)
13939
0
    {
13940
0
        ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
13941
0
        monitor->MainPos = main_viewport->Pos;
13942
0
        monitor->MainSize = main_viewport->Size;
13943
0
        monitor->WorkPos = main_viewport->WorkPos;
13944
0
        monitor->WorkSize = main_viewport->WorkSize;
13945
0
        monitor->DpiScale = main_viewport->DpiScale;
13946
0
    }
13947
13948
0
    if (!viewports_enabled)
13949
0
    {
13950
0
        g.MouseViewport = main_viewport;
13951
0
        return;
13952
0
    }
13953
13954
    // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
13955
    // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
13956
0
    ImGuiViewportP* viewport_hovered = NULL;
13957
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
13958
0
    {
13959
0
        viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
13960
0
        if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
13961
0
            viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
13962
0
    }
13963
0
    else
13964
0
    {
13965
        // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
13966
        // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
13967
        // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
13968
        // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
13969
0
        viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
13970
0
    }
13971
0
    if (viewport_hovered != NULL)
13972
0
        g.MouseLastHoveredViewport = viewport_hovered;
13973
0
    else if (g.MouseLastHoveredViewport == NULL)
13974
0
        g.MouseLastHoveredViewport = g.Viewports[0];
13975
13976
    // Update mouse reference viewport
13977
    // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
13978
    // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
13979
0
    if (g.MovingWindow && g.MovingWindow->Viewport)
13980
0
        g.MouseViewport = g.MovingWindow->Viewport;
13981
0
    else
13982
0
        g.MouseViewport = g.MouseLastHoveredViewport;
13983
13984
    // When dragging something, always refer to the last hovered viewport.
13985
    // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
13986
    // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
13987
    // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
13988
    // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
13989
0
    const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
13990
0
    if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
13991
0
        viewport_hovered = g.MouseLastHoveredViewport;
13992
0
    if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
13993
0
        if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
13994
0
            g.MouseViewport = viewport_hovered;
13995
13996
0
    IM_ASSERT(g.MouseViewport != NULL);
13997
0
}
13998
13999
// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
14000
static void ImGui::UpdateViewportsEndFrame()
14001
0
{
14002
0
    ImGuiContext& g = *GImGui;
14003
0
    g.PlatformIO.Viewports.resize(0);
14004
0
    for (int i = 0; i < g.Viewports.Size; i++)
14005
0
    {
14006
0
        ImGuiViewportP* viewport = g.Viewports[i];
14007
0
        viewport->LastPos = viewport->Pos;
14008
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
14009
0
            if (i > 0) // Always include main viewport in the list
14010
0
                continue;
14011
0
        if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
14012
0
            continue;
14013
0
        if (i > 0)
14014
0
            IM_ASSERT(viewport->Window != NULL);
14015
0
        g.PlatformIO.Viewports.push_back(viewport);
14016
0
    }
14017
0
    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
14018
0
}
14019
14020
// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
14021
ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
14022
0
{
14023
0
    ImGuiContext& g = *GImGui;
14024
0
    IM_ASSERT(id != 0);
14025
14026
0
    flags |= ImGuiViewportFlags_IsPlatformWindow;
14027
0
    if (window != NULL)
14028
0
    {
14029
0
        if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
14030
0
            flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
14031
0
        if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
14032
0
            flags |= ImGuiViewportFlags_NoInputs;
14033
0
        if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
14034
0
            flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14035
0
    }
14036
14037
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
14038
0
    if (viewport)
14039
0
    {
14040
        // Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
14041
0
        if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14042
0
            viewport->Pos = pos;
14043
0
        if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14044
0
            viewport->Size = size;
14045
0
        viewport->Flags = flags | (viewport->Flags & ImGuiViewportFlags_Minimized); // Preserve existing flags
14046
0
    }
14047
0
    else
14048
0
    {
14049
        // New viewport
14050
0
        viewport = IM_NEW(ImGuiViewportP)();
14051
0
        viewport->ID = id;
14052
0
        viewport->Idx = g.Viewports.Size;
14053
0
        viewport->Pos = viewport->LastPos = pos;
14054
0
        viewport->Size = size;
14055
0
        viewport->Flags = flags;
14056
0
        UpdateViewportPlatformMonitor(viewport);
14057
0
        g.Viewports.push_back(viewport);
14058
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>");
14059
14060
        // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
14061
        // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
14062
0
        g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
14063
0
        g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
14064
0
        g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
14065
0
        g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
14066
14067
        // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
14068
        // This is so we can select an appropriate font size on the first frame of our window lifetime
14069
0
        if (viewport->PlatformMonitor != -1)
14070
0
            viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14071
0
    }
14072
14073
0
    viewport->Window = window;
14074
0
    viewport->LastFrameActive = g.FrameCount;
14075
0
    viewport->UpdateWorkRect();
14076
0
    IM_ASSERT(window == NULL || viewport->ID == window->ID);
14077
14078
0
    if (window != NULL)
14079
0
        window->ViewportOwned = true;
14080
14081
0
    return viewport;
14082
0
}
14083
14084
static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
14085
0
{
14086
    // Clear references to this viewport in windows (window->ViewportId becomes the master data)
14087
0
    ImGuiContext& g = *GImGui;
14088
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
14089
0
    {
14090
0
        ImGuiWindow* window = g.Windows[window_n];
14091
0
        if (window->Viewport != viewport)
14092
0
            continue;
14093
0
        window->Viewport = NULL;
14094
0
        window->ViewportOwned = false;
14095
0
    }
14096
0
    if (viewport == g.MouseLastHoveredViewport)
14097
0
        g.MouseLastHoveredViewport = NULL;
14098
14099
    // Destroy
14100
0
    IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14101
0
    DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
14102
0
    IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
14103
0
    IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
14104
0
    g.Viewports.erase(g.Viewports.Data + viewport->Idx);
14105
0
    IM_DELETE(viewport);
14106
0
}
14107
14108
// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
14109
static void ImGui::WindowSelectViewport(ImGuiWindow* window)
14110
0
{
14111
0
    ImGuiContext& g = *GImGui;
14112
0
    ImGuiWindowFlags flags = window->Flags;
14113
0
    window->ViewportAllowPlatformMonitorExtend = -1;
14114
14115
    // Restore main viewport if multi-viewport is not supported by the backend
14116
0
    ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
14117
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14118
0
    {
14119
0
        SetWindowViewport(window, main_viewport);
14120
0
        return;
14121
0
    }
14122
0
    window->ViewportOwned = false;
14123
14124
    // Appearing popups reset their viewport so they can inherit again
14125
0
    if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
14126
0
    {
14127
0
        window->Viewport = NULL;
14128
0
        window->ViewportId = 0;
14129
0
    }
14130
14131
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
14132
0
    {
14133
        // By default inherit from parent window
14134
0
        if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
14135
0
            window->Viewport = window->ParentWindow->Viewport;
14136
14137
        // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
14138
0
        if (window->Viewport == NULL && window->ViewportId != 0)
14139
0
        {
14140
0
            window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
14141
0
            if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
14142
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
14143
0
        }
14144
0
    }
14145
14146
0
    bool lock_viewport = false;
14147
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
14148
0
    {
14149
        // Code explicitly request a viewport
14150
0
        window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
14151
0
        window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
14152
0
        lock_viewport = true;
14153
0
    }
14154
0
    else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
14155
0
    {
14156
        // Always inherit viewport from parent window
14157
0
        if (window->DockNode && window->DockNode->HostWindow)
14158
0
            IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
14159
0
        window->Viewport = window->ParentWindow->Viewport;
14160
0
    }
14161
0
    else if (window->DockNode && window->DockNode->HostWindow)
14162
0
    {
14163
        // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
14164
0
        window->Viewport = window->DockNode->HostWindow->Viewport;
14165
0
    }
14166
0
    else if (flags & ImGuiWindowFlags_Tooltip)
14167
0
    {
14168
0
        window->Viewport = g.MouseViewport;
14169
0
    }
14170
0
    else if (GetWindowAlwaysWantOwnViewport(window))
14171
0
    {
14172
0
        window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14173
0
    }
14174
0
    else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
14175
0
    {
14176
0
        if (window->Viewport != NULL && window->Viewport->Window == window)
14177
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14178
0
    }
14179
0
    else
14180
0
    {
14181
        // Merge into host viewport?
14182
        // We cannot test window->ViewportOwned as it set lower in the function.
14183
        // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
14184
0
        bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
14185
0
        if (try_to_merge_into_host_viewport)
14186
0
            UpdateTryMergeWindowIntoHostViewports(window);
14187
0
    }
14188
14189
    // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
14190
0
    if (window->Viewport == NULL)
14191
0
        if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
14192
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14193
14194
    // Mark window as allowed to protrude outside of its viewport and into the current monitor
14195
0
    if (!lock_viewport)
14196
0
    {
14197
0
        if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
14198
0
        {
14199
            // We need to take account of the possibility that mouse may become invalid.
14200
            // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
14201
0
            ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
14202
0
            bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
14203
0
            bool mouse_valid = IsMousePosValid(&mouse_ref);
14204
0
            if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
14205
0
                window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
14206
0
            else
14207
0
                window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14208
0
        }
14209
0
        else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
14210
0
        {
14211
            // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
14212
0
            const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
14213
0
            if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
14214
0
            {
14215
                // Steal/transfer ownership
14216
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
14217
0
                window->Viewport->Window = window;
14218
0
                window->Viewport->ID = window->ID;
14219
0
                window->Viewport->LastNameHash = 0;
14220
0
            }
14221
0
            else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
14222
0
            {
14223
                // New viewport
14224
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
14225
0
            }
14226
0
        }
14227
0
        else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
14228
0
        {
14229
            // Regular (non-child, non-popup) windows by default are also allowed to protrude
14230
            // Child windows are kept contained within their parent.
14231
0
            window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14232
0
        }
14233
0
    }
14234
14235
    // Update flags
14236
0
    window->ViewportOwned = (window == window->Viewport->Window);
14237
0
    window->ViewportId = window->Viewport->ID;
14238
14239
    // If the OS window has a title bar, hide our imgui title bar
14240
    //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
14241
    //    window->Flags |= ImGuiWindowFlags_NoTitleBar;
14242
0
}
14243
14244
void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
14245
0
{
14246
0
    ImGuiContext& g = *GImGui;
14247
14248
0
    bool viewport_rect_changed = false;
14249
14250
    // Synchronize window --> viewport in most situations
14251
    // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
14252
0
    if (window->Viewport->PlatformRequestMove)
14253
0
    {
14254
0
        window->Pos = window->Viewport->Pos;
14255
0
        MarkIniSettingsDirty(window);
14256
0
    }
14257
0
    else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
14258
0
    {
14259
0
        viewport_rect_changed = true;
14260
0
        window->Viewport->Pos = window->Pos;
14261
0
    }
14262
14263
0
    if (window->Viewport->PlatformRequestResize)
14264
0
    {
14265
0
        window->Size = window->SizeFull = window->Viewport->Size;
14266
0
        MarkIniSettingsDirty(window);
14267
0
    }
14268
0
    else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
14269
0
    {
14270
0
        viewport_rect_changed = true;
14271
0
        window->Viewport->Size = window->Size;
14272
0
    }
14273
0
    window->Viewport->UpdateWorkRect();
14274
14275
    // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
14276
    // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
14277
0
    if (viewport_rect_changed)
14278
0
        UpdateViewportPlatformMonitor(window->Viewport);
14279
14280
    // Update common viewport flags
14281
0
    const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
14282
0
    ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
14283
0
    ImGuiWindowFlags window_flags = window->Flags;
14284
0
    const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
14285
0
    const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
14286
0
    if (window_flags & ImGuiWindowFlags_Tooltip)
14287
0
        viewport_flags |= ImGuiViewportFlags_TopMost;
14288
0
    if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
14289
0
        viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
14290
0
    if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
14291
0
        viewport_flags |= ImGuiViewportFlags_NoDecoration;
14292
14293
    // Not correct to set modal as topmost because:
14294
    // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
14295
    // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
14296
    //if (flags & ImGuiWindowFlags_Modal)
14297
    //    viewport_flags |= ImGuiViewportFlags_TopMost;
14298
14299
    // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
14300
    // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
14301
    // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
14302
    // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
14303
0
    if (is_short_lived_floating_window && !is_modal)
14304
0
        viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
14305
14306
    // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
14307
0
    if (window->WindowClass.ViewportFlagsOverrideSet)
14308
0
        viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
14309
0
    if (window->WindowClass.ViewportFlagsOverrideClear)
14310
0
        viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
14311
14312
    // We can also tell the backend that clearing the platform window won't be necessary,
14313
    // as our window background is filling the viewport and we have disabled BgAlpha.
14314
    // FIXME: Work on support for per-viewport transparency (#2766)
14315
0
    if (!(window_flags & ImGuiWindowFlags_NoBackground))
14316
0
        viewport_flags |= ImGuiViewportFlags_NoRendererClear;
14317
14318
0
    window->Viewport->Flags = viewport_flags;
14319
14320
    // Update parent viewport ID
14321
    // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
14322
0
    if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
14323
0
        window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
14324
0
    else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
14325
0
        window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
14326
0
    else
14327
0
        window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
14328
0
}
14329
14330
// Called by user at the end of the main loop, after EndFrame()
14331
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
14332
void ImGui::UpdatePlatformWindows()
14333
0
{
14334
0
    ImGuiContext& g = *GImGui;
14335
0
    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
14336
0
    IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
14337
0
    g.FrameCountPlatformEnded = g.FrameCount;
14338
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14339
0
        return;
14340
14341
    // Create/resize/destroy platform windows to match each active viewport.
14342
    // Skip the main viewport (index 0), which is always fully handled by the application!
14343
0
    for (int i = 1; i < g.Viewports.Size; i++)
14344
0
    {
14345
0
        ImGuiViewportP* viewport = g.Viewports[i];
14346
14347
        // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
14348
        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
14349
0
        bool destroy_platform_window = false;
14350
0
        destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
14351
0
        destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
14352
0
        if (destroy_platform_window)
14353
0
        {
14354
0
            DestroyPlatformWindow(viewport);
14355
0
            continue;
14356
0
        }
14357
14358
        // New windows that appears directly in a new viewport won't always have a size on their first frame
14359
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
14360
0
            continue;
14361
14362
        // Create window
14363
0
        const bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
14364
0
        if (is_new_platform_window)
14365
0
        {
14366
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14367
0
            g.PlatformIO.Platform_CreateWindow(viewport);
14368
0
            if (g.PlatformIO.Renderer_CreateWindow != NULL)
14369
0
                g.PlatformIO.Renderer_CreateWindow(viewport);
14370
0
            viewport->LastNameHash = 0;
14371
0
            viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
14372
0
            viewport->LastRendererSize = viewport->Size;                                       // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
14373
0
            viewport->PlatformWindowCreated = true;
14374
0
        }
14375
14376
        // Apply Position and Size (from ImGui to Platform/Renderer backends)
14377
0
        if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
14378
0
            g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
14379
0
        if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
14380
0
            g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
14381
0
        if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
14382
0
            g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
14383
0
        viewport->LastPlatformPos = viewport->Pos;
14384
0
        viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
14385
14386
        // Update title bar (if it changed)
14387
0
        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
14388
0
        {
14389
0
            const char* title_begin = window_for_title->Name;
14390
0
            char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
14391
0
            const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
14392
0
            if (viewport->LastNameHash != title_hash)
14393
0
            {
14394
0
                char title_end_backup_c = *title_end;
14395
0
                *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
14396
0
                g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
14397
0
                *title_end = title_end_backup_c;
14398
0
                viewport->LastNameHash = title_hash;
14399
0
            }
14400
0
        }
14401
14402
        // Update alpha (if it changed)
14403
0
        if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
14404
0
            g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
14405
0
        viewport->LastAlpha = viewport->Alpha;
14406
14407
        // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
14408
0
        if (g.PlatformIO.Platform_UpdateWindow)
14409
0
            g.PlatformIO.Platform_UpdateWindow(viewport);
14410
14411
0
        if (is_new_platform_window)
14412
0
        {
14413
            // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
14414
0
            if (g.FrameCount < 3)
14415
0
                viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14416
14417
            // Show window
14418
0
            g.PlatformIO.Platform_ShowWindow(viewport);
14419
14420
            // Even without focus, we assume the window becomes front-most.
14421
            // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
14422
0
            if (viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
14423
0
                viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
14424
0
            }
14425
14426
        // Clear request flags
14427
0
        viewport->ClearRequestFlags();
14428
0
    }
14429
14430
    // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
14431
    // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
14432
    // FIXME-VIEWPORT: We should use this information to also set dear imgui-side focus, allowing us to handle os-level alt+tab.
14433
0
    if (g.PlatformIO.Platform_GetWindowFocus != NULL)
14434
0
    {
14435
0
        ImGuiViewportP* focused_viewport = NULL;
14436
0
        for (int n = 0; n < g.Viewports.Size && focused_viewport == NULL; n++)
14437
0
        {
14438
0
            ImGuiViewportP* viewport = g.Viewports[n];
14439
0
            if (viewport->PlatformWindowCreated)
14440
0
                if (g.PlatformIO.Platform_GetWindowFocus(viewport))
14441
0
                    focused_viewport = viewport;
14442
0
        }
14443
14444
        // Store a tag so we can infer z-order easily from all our windows
14445
        // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
14446
        // will keep the front most stamp instead of losing it back to their parent viewport.
14447
0
        if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
14448
0
        {
14449
0
            if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
14450
0
                focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
14451
0
            g.PlatformLastFocusedViewportId = focused_viewport->ID;
14452
0
        }
14453
0
    }
14454
0
}
14455
14456
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
14457
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
14458
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
14459
//
14460
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
14461
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
14462
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
14463
//            MyRenderFunction(platform_io.Viewports[i], my_args);
14464
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
14465
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
14466
//            MySwapBufferFunction(platform_io.Viewports[i], my_args);
14467
//
14468
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
14469
0
{
14470
    // Skip the main viewport (index 0), which is always fully handled by the application!
14471
0
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
14472
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
14473
0
    {
14474
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
14475
0
        if (viewport->Flags & ImGuiViewportFlags_Minimized)
14476
0
            continue;
14477
0
        if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
14478
0
        if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
14479
0
    }
14480
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
14481
0
    {
14482
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
14483
0
        if (viewport->Flags & ImGuiViewportFlags_Minimized)
14484
0
            continue;
14485
0
        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
14486
0
        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
14487
0
    }
14488
0
}
14489
14490
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
14491
0
{
14492
0
    ImGuiContext& g = *GImGui;
14493
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
14494
0
    {
14495
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
14496
0
        if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
14497
0
            return monitor_n;
14498
0
    }
14499
0
    return -1;
14500
0
}
14501
14502
// Search for the monitor with the largest intersection area with the given rectangle
14503
// We generally try to avoid searching loops but the monitor count should be very small here
14504
// FIXME-OPT: We could test the last monitor used for that viewport first, and early
14505
static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
14506
0
{
14507
0
    ImGuiContext& g = *GImGui;
14508
14509
0
    const int monitor_count = g.PlatformIO.Monitors.Size;
14510
0
    if (monitor_count <= 1)
14511
0
        return monitor_count - 1;
14512
14513
    // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
14514
    // This is necessary for tooltips which always resize down to zero at first.
14515
0
    const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
14516
0
    int best_monitor_n = -1;
14517
0
    float best_monitor_surface = 0.001f;
14518
14519
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
14520
0
    {
14521
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
14522
0
        const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
14523
0
        if (monitor_rect.Contains(rect))
14524
0
            return monitor_n;
14525
0
        ImRect overlapping_rect = rect;
14526
0
        overlapping_rect.ClipWithFull(monitor_rect);
14527
0
        float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
14528
0
        if (overlapping_surface < best_monitor_surface)
14529
0
            continue;
14530
0
        best_monitor_surface = overlapping_surface;
14531
0
        best_monitor_n = monitor_n;
14532
0
    }
14533
0
    return best_monitor_n;
14534
0
}
14535
14536
// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
14537
static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
14538
0
{
14539
0
    viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
14540
0
}
14541
14542
// Return value is always != NULL, but don't hold on it across frames.
14543
const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
14544
0
{
14545
0
    ImGuiContext& g = *GImGui;
14546
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
14547
0
    int monitor_idx = viewport->PlatformMonitor;
14548
0
    if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
14549
0
        return &g.PlatformIO.Monitors[monitor_idx];
14550
0
    return &g.FallbackMonitor;
14551
0
}
14552
14553
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
14554
0
{
14555
0
    ImGuiContext& g = *GImGui;
14556
0
    if (viewport->PlatformWindowCreated)
14557
0
    {
14558
0
        if (g.PlatformIO.Renderer_DestroyWindow)
14559
0
            g.PlatformIO.Renderer_DestroyWindow(viewport);
14560
0
        if (g.PlatformIO.Platform_DestroyWindow)
14561
0
            g.PlatformIO.Platform_DestroyWindow(viewport);
14562
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
14563
14564
        // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
14565
        // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
14566
0
        if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
14567
0
            viewport->PlatformWindowCreated = false;
14568
0
    }
14569
0
    else
14570
0
    {
14571
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
14572
0
    }
14573
0
    viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
14574
0
    viewport->ClearRequestFlags();
14575
0
}
14576
14577
void ImGui::DestroyPlatformWindows()
14578
0
{
14579
    // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
14580
    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
14581
    // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
14582
    // code to operator a consistent manner.
14583
    // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
14584
    // crashing if it doesn't have data stored.
14585
0
    ImGuiContext& g = *GImGui;
14586
0
    for (int i = 0; i < g.Viewports.Size; i++)
14587
0
        DestroyPlatformWindow(g.Viewports[i]);
14588
0
}
14589
14590
14591
//-----------------------------------------------------------------------------
14592
// [SECTION] DOCKING
14593
//-----------------------------------------------------------------------------
14594
// Docking: Internal Types
14595
// Docking: Forward Declarations
14596
// Docking: ImGuiDockContext
14597
// Docking: ImGuiDockContext Docking/Undocking functions
14598
// Docking: ImGuiDockNode
14599
// Docking: ImGuiDockNode Tree manipulation functions
14600
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
14601
// Docking: Builder Functions
14602
// Docking: Begin/End Support Functions (called from Begin/End)
14603
// Docking: Settings
14604
//-----------------------------------------------------------------------------
14605
14606
//-----------------------------------------------------------------------------
14607
// Typical Docking call flow: (root level is generally public API):
14608
//-----------------------------------------------------------------------------
14609
// - NewFrame()                               new dear imgui frame
14610
//    | DockContextNewFrameUpdateUndocking()  - process queued undocking requests
14611
//    | - DockContextProcessUndockWindow()    - process one window undocking request
14612
//    | - DockContextProcessUndockNode()      - process one whole node undocking request
14613
//    | DockContextNewFrameUpdateUndocking()  - process queue docking requests, create floating dock nodes
14614
//    | - update g.HoveredDockNode            - [debug] update node hovered by mouse
14615
//    | - DockContextProcessDock()            - process one docking request
14616
//    | - DockNodeUpdate()
14617
//    |   - DockNodeUpdateForRootNode()
14618
//    |     - DockNodeUpdateFlagsAndCollapse()
14619
//    |     - DockNodeFindInfo()
14620
//    |   - destroy unused node or tab bar
14621
//    |   - create dock node host window
14622
//    |      - Begin() etc.
14623
//    |   - DockNodeStartMouseMovingWindow()
14624
//    |   - DockNodeTreeUpdatePosSize()
14625
//    |   - DockNodeTreeUpdateSplitter()
14626
//    |   - draw node background
14627
//    |   - DockNodeUpdateTabBar()            - create/update tab bar for a docking node
14628
//    |     - DockNodeAddTabBar()
14629
//    |     - DockNodeUpdateWindowMenu()
14630
//    |     - DockNodeCalcTabBarLayout()
14631
//    |     - BeginTabBarEx()
14632
//    |     - TabItemEx() calls
14633
//    |     - EndTabBar()
14634
//    |   - BeginDockableDragDropTarget()
14635
//    |      - DockNodeUpdate()               - recurse into child nodes...
14636
//-----------------------------------------------------------------------------
14637
// - DockSpace()                              user submit a dockspace into a window
14638
//    | Begin(Child)                          - create a child window
14639
//    | DockNodeUpdate()                      - call main dock node update function
14640
//    | End(Child)
14641
//    | ItemSize()
14642
//-----------------------------------------------------------------------------
14643
// - Begin()
14644
//    | BeginDocked()
14645
//    | BeginDockableDragDropSource()
14646
//    | BeginDockableDragDropTarget()
14647
//    | - DockNodePreviewDockRender()
14648
//-----------------------------------------------------------------------------
14649
// - EndFrame()
14650
//    | DockContextEndFrame()
14651
//-----------------------------------------------------------------------------
14652
14653
//-----------------------------------------------------------------------------
14654
// Docking: Internal Types
14655
//-----------------------------------------------------------------------------
14656
// - ImGuiDockRequestType
14657
// - ImGuiDockRequest
14658
// - ImGuiDockPreviewData
14659
// - ImGuiDockNodeSettings
14660
// - ImGuiDockContext
14661
//-----------------------------------------------------------------------------
14662
14663
enum ImGuiDockRequestType
14664
{
14665
    ImGuiDockRequestType_None = 0,
14666
    ImGuiDockRequestType_Dock,
14667
    ImGuiDockRequestType_Undock,
14668
    ImGuiDockRequestType_Split                  // Split is the same as Dock but without a DockPayload
14669
};
14670
14671
struct ImGuiDockRequest
14672
{
14673
    ImGuiDockRequestType    Type;
14674
    ImGuiWindow*            DockTargetWindow;   // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
14675
    ImGuiDockNode*          DockTargetNode;     // Destination/Target Node to dock into
14676
    ImGuiWindow*            DockPayload;        // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
14677
    ImGuiDir                DockSplitDir;
14678
    float                   DockSplitRatio;
14679
    bool                    DockSplitOuter;
14680
    ImGuiWindow*            UndockTargetWindow;
14681
    ImGuiDockNode*          UndockTargetNode;
14682
14683
    ImGuiDockRequest()
14684
0
    {
14685
0
        Type = ImGuiDockRequestType_None;
14686
0
        DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
14687
0
        DockTargetNode = UndockTargetNode = NULL;
14688
0
        DockSplitDir = ImGuiDir_None;
14689
0
        DockSplitRatio = 0.5f;
14690
0
        DockSplitOuter = false;
14691
0
    }
14692
};
14693
14694
struct ImGuiDockPreviewData
14695
{
14696
    ImGuiDockNode   FutureNode;
14697
    bool            IsDropAllowed;
14698
    bool            IsCenterAvailable;
14699
    bool            IsSidesAvailable;           // Hold your breath, grammar freaks..
14700
    bool            IsSplitDirExplicit;         // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
14701
    ImGuiDockNode*  SplitNode;
14702
    ImGuiDir        SplitDir;
14703
    float           SplitRatio;
14704
    ImRect          DropRectsDraw[ImGuiDir_COUNT + 1];  // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
14705
14706
0
    ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
14707
};
14708
14709
// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
14710
struct ImGuiDockNodeSettings
14711
{
14712
    ImGuiID             ID;
14713
    ImGuiID             ParentNodeId;
14714
    ImGuiID             ParentWindowId;
14715
    ImGuiID             SelectedTabId;
14716
    signed char         SplitAxis;
14717
    char                Depth;
14718
    ImGuiDockNodeFlags  Flags;                  // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
14719
    ImVec2ih            Pos;
14720
    ImVec2ih            Size;
14721
    ImVec2ih            SizeRef;
14722
0
    ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
14723
};
14724
14725
//-----------------------------------------------------------------------------
14726
// Docking: Forward Declarations
14727
//-----------------------------------------------------------------------------
14728
14729
namespace ImGui
14730
{
14731
    // ImGuiDockContext
14732
    static ImGuiDockNode*   DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
14733
    static void             DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
14734
    static void             DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
14735
    static void             DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
14736
    static void             DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
14737
    static ImGuiDockNode*   DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
14738
    static void             DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
14739
    static void             DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id);                            // Use root_id==0 to add all
14740
14741
    // ImGuiDockNode
14742
    static void             DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
14743
    static void             DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
14744
    static void             DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
14745
    static ImGuiWindow*     DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
14746
    static void             DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
14747
    static void             DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
14748
    static void             DockNodeHideHostWindow(ImGuiDockNode* node);
14749
    static void             DockNodeUpdate(ImGuiDockNode* node);
14750
    static void             DockNodeUpdateForRootNode(ImGuiDockNode* node);
14751
    static void             DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
14752
    static void             DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
14753
    static void             DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
14754
    static void             DockNodeAddTabBar(ImGuiDockNode* node);
14755
    static void             DockNodeRemoveTabBar(ImGuiDockNode* node);
14756
    static void             DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
14757
    static void             DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
14758
    static void             DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
14759
    static bool             DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
14760
    static void             DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
14761
    static void             DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
14762
    static void             DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
14763
    static void             DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
14764
    static bool             DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
14765
0
    static const char*      DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
14766
    static int              DockNodeGetTabOrder(ImGuiWindow* window);
14767
14768
    // ImGuiDockNode tree manipulations
14769
    static void             DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
14770
    static void             DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
14771
    static void             DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
14772
    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
14773
    static ImGuiDockNode*   DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
14774
    static ImGuiDockNode*   DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
14775
14776
    // Settings
14777
    static void             DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
14778
    static void             DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
14779
    static ImGuiDockNodeSettings*   DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
14780
    static void             DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
14781
    static void             DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
14782
    static void*            DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
14783
    static void             DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
14784
    static void             DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
14785
}
14786
14787
//-----------------------------------------------------------------------------
14788
// Docking: ImGuiDockContext
14789
//-----------------------------------------------------------------------------
14790
// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
14791
// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
14792
// At boot time only, we run a simple GC to remove nodes that have no references.
14793
// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
14794
// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
14795
// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
14796
//-----------------------------------------------------------------------------
14797
// - DockContextInitialize()
14798
// - DockContextShutdown()
14799
// - DockContextClearNodes()
14800
// - DockContextRebuildNodes()
14801
// - DockContextNewFrameUpdateUndocking()
14802
// - DockContextNewFrameUpdateDocking()
14803
// - DockContextEndFrame()
14804
// - DockContextFindNodeByID()
14805
// - DockContextBindNodeToWindow()
14806
// - DockContextGenNodeID()
14807
// - DockContextAddNode()
14808
// - DockContextRemoveNode()
14809
// - ImGuiDockContextPruneNodeData
14810
// - DockContextPruneUnusedSettingsNodes()
14811
// - DockContextBuildNodesFromSettings()
14812
// - DockContextBuildAddWindowsToNodes()
14813
//-----------------------------------------------------------------------------
14814
14815
void ImGui::DockContextInitialize(ImGuiContext* ctx)
14816
0
{
14817
0
    ImGuiContext& g = *ctx;
14818
14819
    // Add .ini handle for persistent docking data
14820
0
    ImGuiSettingsHandler ini_handler;
14821
0
    ini_handler.TypeName = "Docking";
14822
0
    ini_handler.TypeHash = ImHashStr("Docking");
14823
0
    ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
14824
0
    ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
14825
0
    ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
14826
0
    ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
14827
0
    ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
14828
0
    ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
14829
0
    g.SettingsHandlers.push_back(ini_handler);
14830
14831
0
    g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default;
14832
0
}
14833
14834
void ImGui::DockContextShutdown(ImGuiContext* ctx)
14835
0
{
14836
0
    ImGuiDockContext* dc  = &ctx->DockContext;
14837
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
14838
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
14839
0
            IM_DELETE(node);
14840
0
}
14841
14842
void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
14843
0
{
14844
0
    IM_UNUSED(ctx);
14845
0
    IM_ASSERT(ctx == GImGui);
14846
0
    DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
14847
0
    DockBuilderRemoveNodeChildNodes(root_id);
14848
0
}
14849
14850
// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
14851
// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
14852
void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
14853
0
{
14854
0
    ImGuiContext& g = *ctx;
14855
0
    ImGuiDockContext* dc = &ctx->DockContext;
14856
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n");
14857
0
    SaveIniSettingsToMemory();
14858
0
    ImGuiID root_id = 0; // Rebuild all
14859
0
    DockContextClearNodes(ctx, root_id, false);
14860
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
14861
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
14862
0
}
14863
14864
// Docking context update function, called by NewFrame()
14865
void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
14866
0
{
14867
0
    ImGuiContext& g = *ctx;
14868
0
    ImGuiDockContext* dc = &ctx->DockContext;
14869
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
14870
0
    {
14871
0
        if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
14872
0
            DockContextClearNodes(ctx, 0, true);
14873
0
        return;
14874
0
    }
14875
14876
    // Setting NoSplit at runtime merges all nodes
14877
0
    if (g.IO.ConfigDockingNoSplit)
14878
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
14879
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
14880
0
                if (node->IsRootNode() && node->IsSplitNode())
14881
0
                {
14882
0
                    DockBuilderRemoveNodeChildNodes(node->ID);
14883
                    //dc->WantFullRebuild = true;
14884
0
                }
14885
14886
    // Process full rebuild
14887
#if 0
14888
    if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
14889
        dc->WantFullRebuild = true;
14890
#endif
14891
0
    if (dc->WantFullRebuild)
14892
0
    {
14893
0
        DockContextRebuildNodes(ctx);
14894
0
        dc->WantFullRebuild = false;
14895
0
    }
14896
14897
    // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
14898
0
    for (int n = 0; n < dc->Requests.Size; n++)
14899
0
    {
14900
0
        ImGuiDockRequest* req = &dc->Requests[n];
14901
0
        if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetWindow)
14902
0
            DockContextProcessUndockWindow(ctx, req->UndockTargetWindow);
14903
0
        else if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetNode)
14904
0
            DockContextProcessUndockNode(ctx, req->UndockTargetNode);
14905
0
    }
14906
0
}
14907
14908
// Docking context update function, called by NewFrame()
14909
void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
14910
0
{
14911
0
    ImGuiContext& g = *ctx;
14912
0
    ImGuiDockContext* dc  = &ctx->DockContext;
14913
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
14914
0
        return;
14915
14916
    // [DEBUG] Store hovered dock node.
14917
    // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
14918
    // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
14919
0
    g.DebugHoveredDockNode = NULL;
14920
0
    if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
14921
0
    {
14922
0
        if (hovered_window->DockNodeAsHost)
14923
0
            g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
14924
0
        else if (hovered_window->RootWindow->DockNode)
14925
0
            g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode;
14926
0
    }
14927
14928
    // Process Docking requests
14929
0
    for (int n = 0; n < dc->Requests.Size; n++)
14930
0
        if (dc->Requests[n].Type == ImGuiDockRequestType_Dock)
14931
0
            DockContextProcessDock(ctx, &dc->Requests[n]);
14932
0
    dc->Requests.resize(0);
14933
14934
    // Create windows for each automatic docking nodes
14935
    // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
14936
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
14937
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
14938
0
            if (node->IsFloatingNode())
14939
0
                DockNodeUpdate(node);
14940
0
}
14941
14942
void ImGui::DockContextEndFrame(ImGuiContext* ctx)
14943
0
{
14944
    // Draw backgrounds of node missing their window
14945
0
    ImGuiContext& g = *ctx;
14946
0
    ImGuiDockContext* dc = &g.DockContext;
14947
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
14948
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
14949
0
            if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
14950
0
            {
14951
0
                ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
14952
0
                ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), DOCKING_SPLITTER_SIZE);
14953
0
                node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
14954
0
                node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
14955
0
            }
14956
0
}
14957
14958
ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
14959
0
{
14960
0
    return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
14961
0
}
14962
14963
ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
14964
0
{
14965
    // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
14966
    // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
14967
    // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
14968
0
    ImGuiID id = 0x0001;
14969
0
    while (DockContextFindNodeByID(ctx, id) != NULL)
14970
0
        id++;
14971
0
    return id;
14972
0
}
14973
14974
static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
14975
0
{
14976
    // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
14977
0
    ImGuiContext& g = *ctx;
14978
0
    if (id == 0)
14979
0
        id = DockContextGenNodeID(ctx);
14980
0
    else
14981
0
        IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
14982
14983
    // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
14984
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id);
14985
0
    ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
14986
0
    ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
14987
0
    return node;
14988
0
}
14989
14990
static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
14991
0
{
14992
0
    ImGuiContext& g = *ctx;
14993
0
    ImGuiDockContext* dc  = &ctx->DockContext;
14994
14995
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID);
14996
0
    IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
14997
0
    IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
14998
0
    IM_ASSERT(node->Windows.Size == 0);
14999
15000
0
    if (node->HostWindow)
15001
0
        node->HostWindow->DockNodeAsHost = NULL;
15002
15003
0
    ImGuiDockNode* parent_node = node->ParentNode;
15004
0
    const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
15005
0
    if (merge)
15006
0
    {
15007
0
        IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
15008
0
        ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
15009
0
        DockNodeTreeMerge(&g, parent_node, sibling_node);
15010
0
    }
15011
0
    else
15012
0
    {
15013
0
        for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
15014
0
            if (parent_node->ChildNodes[n] == node)
15015
0
                node->ParentNode->ChildNodes[n] = NULL;
15016
0
        dc->Nodes.SetVoidPtr(node->ID, NULL);
15017
0
        IM_DELETE(node);
15018
0
    }
15019
0
}
15020
15021
static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
15022
0
{
15023
0
    const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
15024
0
    const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
15025
0
    return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
15026
0
}
15027
15028
// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
15029
struct ImGuiDockContextPruneNodeData
15030
{
15031
    int         CountWindows, CountChildWindows, CountChildNodes;
15032
    ImGuiID     RootId;
15033
0
    ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
15034
};
15035
15036
// Garbage collect unused nodes (run once at init time)
15037
static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
15038
0
{
15039
0
    ImGuiContext& g = *ctx;
15040
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15041
0
    IM_ASSERT(g.Windows.Size == 0);
15042
15043
0
    ImPool<ImGuiDockContextPruneNodeData> pool;
15044
0
    pool.Reserve(dc->NodesSettings.Size);
15045
15046
    // Count child nodes and compute RootID
15047
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15048
0
    {
15049
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15050
0
        ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
15051
0
        pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
15052
0
        if (settings->ParentNodeId)
15053
0
            pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
15054
0
    }
15055
15056
    // Count reference to dock ids from dockspaces
15057
    // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
15058
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15059
0
    {
15060
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15061
0
        if (settings->ParentWindowId != 0)
15062
0
            if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId))
15063
0
                if (window_settings->DockId)
15064
0
                    if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
15065
0
                        data->CountChildNodes++;
15066
0
    }
15067
15068
    // Count reference to dock ids from window settings
15069
    // We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
15070
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
15071
0
        if (ImGuiID dock_id = settings->DockId)
15072
0
            if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
15073
0
            {
15074
0
                data->CountWindows++;
15075
0
                if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
15076
0
                    data_root->CountChildWindows++;
15077
0
            }
15078
15079
    // Prune
15080
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15081
0
    {
15082
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15083
0
        ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
15084
0
        if (data->CountWindows > 1)
15085
0
            continue;
15086
0
        ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
15087
15088
0
        bool remove = false;
15089
0
        remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode));  // Floating root node with only 1 window
15090
0
        remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
15091
0
        remove |= (data_root->CountChildWindows == 0);
15092
0
        if (remove)
15093
0
        {
15094
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
15095
0
            DockSettingsRemoveNodeReferences(&settings->ID, 1);
15096
0
            settings->ID = 0;
15097
0
        }
15098
0
    }
15099
0
}
15100
15101
static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
15102
0
{
15103
    // Build nodes
15104
0
    for (int node_n = 0; node_n < node_settings_count; node_n++)
15105
0
    {
15106
0
        ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
15107
0
        if (settings->ID == 0)
15108
0
            continue;
15109
0
        ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
15110
0
        node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
15111
0
        node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
15112
0
        node->Size = ImVec2(settings->Size.x, settings->Size.y);
15113
0
        node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
15114
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
15115
0
        if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
15116
0
            node->ParentNode->ChildNodes[0] = node;
15117
0
        else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
15118
0
            node->ParentNode->ChildNodes[1] = node;
15119
0
        node->SelectedTabId = settings->SelectedTabId;
15120
0
        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
15121
0
        node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
15122
15123
        // Bind host window immediately if it already exist (in case of a rebuild)
15124
        // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
15125
0
        char host_window_title[20];
15126
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
15127
0
        node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
15128
0
    }
15129
0
}
15130
15131
void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
15132
0
{
15133
    // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
15134
0
    ImGuiContext& g = *ctx;
15135
0
    for (int n = 0; n < g.Windows.Size; n++)
15136
0
    {
15137
0
        ImGuiWindow* window = g.Windows[n];
15138
0
        if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
15139
0
            continue;
15140
0
        if (window->DockNode != NULL)
15141
0
            continue;
15142
15143
0
        ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
15144
0
        IM_ASSERT(node != NULL);   // This should have been called after DockContextBuildNodesFromSettings()
15145
0
        if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
15146
0
            DockNodeAddWindow(node, window, true);
15147
0
    }
15148
0
}
15149
15150
//-----------------------------------------------------------------------------
15151
// Docking: ImGuiDockContext Docking/Undocking functions
15152
//-----------------------------------------------------------------------------
15153
// - DockContextQueueDock()
15154
// - DockContextQueueUndockWindow()
15155
// - DockContextQueueUndockNode()
15156
// - DockContextQueueNotifyRemovedNode()
15157
// - DockContextProcessDock()
15158
// - DockContextProcessUndockWindow()
15159
// - DockContextProcessUndockNode()
15160
// - DockContextCalcDropPosForDocking()
15161
//-----------------------------------------------------------------------------
15162
15163
void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
15164
0
{
15165
0
    IM_ASSERT(target != payload);
15166
0
    ImGuiDockRequest req;
15167
0
    req.Type = ImGuiDockRequestType_Dock;
15168
0
    req.DockTargetWindow = target;
15169
0
    req.DockTargetNode = target_node;
15170
0
    req.DockPayload = payload;
15171
0
    req.DockSplitDir = split_dir;
15172
0
    req.DockSplitRatio = split_ratio;
15173
0
    req.DockSplitOuter = split_outer;
15174
0
    ctx->DockContext.Requests.push_back(req);
15175
0
}
15176
15177
void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
15178
0
{
15179
0
    ImGuiDockRequest req;
15180
0
    req.Type = ImGuiDockRequestType_Undock;
15181
0
    req.UndockTargetWindow = window;
15182
0
    ctx->DockContext.Requests.push_back(req);
15183
0
}
15184
15185
void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15186
0
{
15187
0
    ImGuiDockRequest req;
15188
0
    req.Type = ImGuiDockRequestType_Undock;
15189
0
    req.UndockTargetNode = node;
15190
0
    ctx->DockContext.Requests.push_back(req);
15191
0
}
15192
15193
void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
15194
0
{
15195
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15196
0
    for (int n = 0; n < dc->Requests.Size; n++)
15197
0
        if (dc->Requests[n].DockTargetNode == node)
15198
0
            dc->Requests[n].Type = ImGuiDockRequestType_None;
15199
0
}
15200
15201
void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
15202
0
{
15203
0
    IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
15204
0
    IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
15205
15206
0
    ImGuiContext& g = *ctx;
15207
0
    IM_UNUSED(g);
15208
15209
0
    ImGuiWindow* payload_window = req->DockPayload;     // Optional
15210
0
    ImGuiWindow* target_window = req->DockTargetWindow;
15211
0
    ImGuiDockNode* node = req->DockTargetNode;
15212
0
    if (payload_window)
15213
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir);
15214
0
    else
15215
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
15216
15217
    // Decide which Tab will be selected at the end of the operation
15218
0
    ImGuiID next_selected_id = 0;
15219
0
    ImGuiDockNode* payload_node = NULL;
15220
0
    if (payload_window)
15221
0
    {
15222
0
        payload_node = payload_window->DockNodeAsHost;
15223
0
        payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
15224
0
        if (payload_node && payload_node->IsLeafNode())
15225
0
            next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
15226
0
        if (payload_node == NULL)
15227
0
            next_selected_id = payload_window->TabId;
15228
0
    }
15229
15230
    // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
15231
    // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
15232
0
    if (node)
15233
0
        IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
15234
0
    if (node && target_window && node == target_window->DockNodeAsHost)
15235
0
        IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
15236
15237
    // Create new node and add existing window to it
15238
0
    if (node == NULL)
15239
0
    {
15240
0
        node = DockContextAddNode(ctx, 0);
15241
0
        node->Pos = target_window->Pos;
15242
0
        node->Size = target_window->Size;
15243
0
        if (target_window->DockNodeAsHost == NULL)
15244
0
        {
15245
0
            DockNodeAddWindow(node, target_window, true);
15246
0
            node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
15247
0
            target_window->DockIsActive = true;
15248
0
        }
15249
0
    }
15250
15251
0
    ImGuiDir split_dir = req->DockSplitDir;
15252
0
    if (split_dir != ImGuiDir_None)
15253
0
    {
15254
        // Split into two, one side will be our payload node unless we are dropping a loose window
15255
0
        const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
15256
0
        const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
15257
0
        const float split_ratio = req->DockSplitRatio;
15258
0
        DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node);  // payload_node may be NULL here!
15259
0
        ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
15260
0
        new_node->HostWindow = node->HostWindow;
15261
0
        node = new_node;
15262
0
    }
15263
0
    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
15264
15265
0
    if (node != payload_node)
15266
0
    {
15267
        // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
15268
0
        if (node->Windows.Size > 0 && node->TabBar == NULL)
15269
0
        {
15270
0
            DockNodeAddTabBar(node);
15271
0
            for (int n = 0; n < node->Windows.Size; n++)
15272
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15273
0
        }
15274
15275
0
        if (payload_node != NULL)
15276
0
        {
15277
            // Transfer full payload node (with 1+ child windows or child nodes)
15278
0
            if (payload_node->IsSplitNode())
15279
0
            {
15280
0
                if (node->Windows.Size > 0)
15281
0
                {
15282
                    // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
15283
                    // In this situation, we move the windows of the target node into the currently visible node of the payload.
15284
                    // This allows us to preserve some of the underlying dock tree settings nicely.
15285
0
                    IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
15286
0
                    ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
15287
0
                    if (visible_node->TabBar)
15288
0
                        IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
15289
0
                    DockNodeMoveWindows(node, visible_node);
15290
0
                    DockNodeMoveWindows(visible_node, node);
15291
0
                    DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
15292
0
                }
15293
0
                if (node->IsCentralNode())
15294
0
                {
15295
                    // Central node property needs to be moved to a leaf node, pick the last focused one.
15296
                    // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
15297
0
                    ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
15298
0
                    IM_ASSERT(last_focused_node != NULL);
15299
0
                    ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
15300
0
                    IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
15301
0
                    last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
15302
0
                    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
15303
0
                    last_focused_root_node->CentralNode = last_focused_node;
15304
0
                }
15305
15306
0
                IM_ASSERT(node->Windows.Size == 0);
15307
0
                DockNodeMoveChildNodes(node, payload_node);
15308
0
            }
15309
0
            else
15310
0
            {
15311
0
                const ImGuiID payload_dock_id = payload_node->ID;
15312
0
                DockNodeMoveWindows(node, payload_node);
15313
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15314
0
            }
15315
0
            DockContextRemoveNode(ctx, payload_node, true);
15316
0
        }
15317
0
        else if (payload_window)
15318
0
        {
15319
            // Transfer single window
15320
0
            const ImGuiID payload_dock_id = payload_window->DockId;
15321
0
            node->VisibleWindow = payload_window;
15322
0
            DockNodeAddWindow(node, payload_window, true);
15323
0
            if (payload_dock_id != 0)
15324
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15325
0
        }
15326
0
    }
15327
0
    else
15328
0
    {
15329
        // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
15330
0
        node->WantHiddenTabBarUpdate = true;
15331
0
    }
15332
15333
    // Update selection immediately
15334
0
    if (ImGuiTabBar* tab_bar = node->TabBar)
15335
0
        tab_bar->NextSelectedTabId = next_selected_id;
15336
0
    MarkIniSettingsDirty();
15337
0
}
15338
15339
// Problem:
15340
//   Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
15341
//   than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
15342
//   with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
15343
//   due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
15344
// Solution:
15345
//   When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
15346
// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
15347
static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
15348
0
{
15349
0
    if (ref_viewport == NULL)
15350
0
        return size;
15351
15352
0
    ImGuiContext& g = *GImGui;
15353
0
    ImVec2 max_size = ImFloor(ref_viewport->WorkSize * 0.90f);
15354
0
    if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
15355
0
    {
15356
0
        const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
15357
0
        max_size = ImFloor(monitor->WorkSize * 0.90f);
15358
0
    }
15359
0
    return ImMin(size, max_size);
15360
0
}
15361
15362
void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
15363
0
{
15364
0
    ImGuiContext& g = *ctx;
15365
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
15366
0
    if (window->DockNode)
15367
0
        DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
15368
0
    else
15369
0
        window->DockId = 0;
15370
0
    window->Collapsed = false;
15371
0
    window->DockIsActive = false;
15372
0
    window->DockNodeIsVisible = window->DockTabIsVisible = false;
15373
0
    window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
15374
15375
0
    MarkIniSettingsDirty();
15376
0
}
15377
15378
void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15379
0
{
15380
0
    ImGuiContext& g = *ctx;
15381
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID);
15382
0
    IM_ASSERT(node->IsLeafNode());
15383
0
    IM_ASSERT(node->Windows.Size >= 1);
15384
15385
0
    if (node->IsRootNode() || node->IsCentralNode())
15386
0
    {
15387
        // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
15388
0
        ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
15389
0
        new_node->Pos = node->Pos;
15390
0
        new_node->Size = node->Size;
15391
0
        new_node->SizeRef = node->SizeRef;
15392
0
        DockNodeMoveWindows(new_node, node);
15393
0
        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
15394
0
        node = new_node;
15395
0
    }
15396
0
    else
15397
0
    {
15398
        // Otherwise extract our node and merge our sibling back into the parent node.
15399
0
        IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
15400
0
        int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
15401
0
        node->ParentNode->ChildNodes[index_in_parent] = NULL;
15402
0
        DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
15403
0
        node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
15404
0
        node->ParentNode = NULL;
15405
0
    }
15406
0
    for (int n = 0; n < node->Windows.Size; n++)
15407
0
    {
15408
0
        ImGuiWindow* window = node->Windows[n];
15409
0
        window->Flags &= ~ImGuiWindowFlags_ChildWindow;
15410
0
        if (window->ParentWindow)
15411
0
            window->ParentWindow->DC.ChildWindows.find_erase(window);
15412
0
        UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
15413
0
    }
15414
0
    node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
15415
0
    node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
15416
0
    node->WantMouseMove = true;
15417
0
    MarkIniSettingsDirty();
15418
0
}
15419
15420
// This is mostly used for automation.
15421
bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
15422
0
{
15423
    // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
15424
    // (which would be functionally identical) we only show the outer one. Reflect this here.
15425
0
    if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
15426
0
        split_outer = true;
15427
0
    ImGuiDockPreviewData split_data;
15428
0
    DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer);
15429
0
    if (split_data.DropRectsDraw[split_dir+1].IsInverted())
15430
0
        return false;
15431
0
    *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
15432
0
    return true;
15433
0
}
15434
15435
//-----------------------------------------------------------------------------
15436
// Docking: ImGuiDockNode
15437
//-----------------------------------------------------------------------------
15438
// - DockNodeGetTabOrder()
15439
// - DockNodeAddWindow()
15440
// - DockNodeRemoveWindow()
15441
// - DockNodeMoveChildNodes()
15442
// - DockNodeMoveWindows()
15443
// - DockNodeApplyPosSizeToWindows()
15444
// - DockNodeHideHostWindow()
15445
// - ImGuiDockNodeFindInfoResults
15446
// - DockNodeFindInfo()
15447
// - DockNodeFindWindowByID()
15448
// - DockNodeUpdateFlagsAndCollapse()
15449
// - DockNodeUpdateHasCentralNodeFlag()
15450
// - DockNodeUpdateVisibleFlag()
15451
// - DockNodeStartMouseMovingWindow()
15452
// - DockNodeUpdate()
15453
// - DockNodeUpdateWindowMenu()
15454
// - DockNodeBeginAmendTabBar()
15455
// - DockNodeEndAmendTabBar()
15456
// - DockNodeUpdateTabBar()
15457
// - DockNodeAddTabBar()
15458
// - DockNodeRemoveTabBar()
15459
// - DockNodeIsDropAllowedOne()
15460
// - DockNodeIsDropAllowed()
15461
// - DockNodeCalcTabBarLayout()
15462
// - DockNodeCalcSplitRects()
15463
// - DockNodeCalcDropRectsAndTestMousePos()
15464
// - DockNodePreviewDockSetup()
15465
// - DockNodePreviewDockRender()
15466
//-----------------------------------------------------------------------------
15467
15468
ImGuiDockNode::ImGuiDockNode(ImGuiID id)
15469
0
{
15470
0
    ID = id;
15471
0
    SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
15472
0
    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
15473
0
    TabBar = NULL;
15474
0
    SplitAxis = ImGuiAxis_None;
15475
15476
0
    State = ImGuiDockNodeState_Unknown;
15477
0
    LastBgColor = IM_COL32_WHITE;
15478
0
    HostWindow = VisibleWindow = NULL;
15479
0
    CentralNode = OnlyNodeWithWindows = NULL;
15480
0
    CountNodeWithWindows = 0;
15481
0
    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
15482
0
    LastFocusedNodeId = 0;
15483
0
    SelectedTabId = 0;
15484
0
    WantCloseTabId = 0;
15485
0
    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
15486
0
    AuthorityForViewport = ImGuiDataAuthority_Auto;
15487
0
    IsVisible = true;
15488
0
    IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
15489
0
    IsBgDrawnThisFrame = false;
15490
0
    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
15491
0
}
15492
15493
ImGuiDockNode::~ImGuiDockNode()
15494
0
{
15495
0
    IM_DELETE(TabBar);
15496
0
    TabBar = NULL;
15497
0
    ChildNodes[0] = ChildNodes[1] = NULL;
15498
0
}
15499
15500
int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
15501
0
{
15502
0
    ImGuiTabBar* tab_bar = window->DockNode->TabBar;
15503
0
    if (tab_bar == NULL)
15504
0
        return -1;
15505
0
    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
15506
0
    return tab ? TabBarGetTabOrder(tab_bar, tab) : -1;
15507
0
}
15508
15509
static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
15510
0
{
15511
0
    window->Hidden = true;
15512
0
    window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
15513
0
}
15514
15515
static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
15516
0
{
15517
0
    ImGuiContext& g = *GImGui; (void)g;
15518
0
    if (window->DockNode)
15519
0
    {
15520
        // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
15521
0
        IM_ASSERT(window->DockNode->ID != node->ID);
15522
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
15523
0
    }
15524
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
15525
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
15526
15527
    // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
15528
    // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
15529
    // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
15530
0
    if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
15531
0
        DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
15532
15533
0
    node->Windows.push_back(window);
15534
0
    node->WantHiddenTabBarUpdate = true;
15535
0
    window->DockNode = node;
15536
0
    window->DockId = node->ID;
15537
0
    window->DockIsActive = (node->Windows.Size > 1);
15538
0
    window->DockTabWantClose = false;
15539
15540
    // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
15541
    // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
15542
0
    if (node->HostWindow == NULL && node->IsFloatingNode())
15543
0
    {
15544
0
        if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
15545
0
            node->AuthorityForPos = ImGuiDataAuthority_Window;
15546
0
        if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
15547
0
            node->AuthorityForSize = ImGuiDataAuthority_Window;
15548
0
        if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
15549
0
            node->AuthorityForViewport = ImGuiDataAuthority_Window;
15550
0
    }
15551
15552
    // Add to tab bar if requested
15553
0
    if (add_to_tab_bar)
15554
0
    {
15555
0
        if (node->TabBar == NULL)
15556
0
        {
15557
0
            DockNodeAddTabBar(node);
15558
0
            node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
15559
15560
            // Add existing windows
15561
0
            for (int n = 0; n < node->Windows.Size - 1; n++)
15562
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15563
0
        }
15564
0
        TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
15565
0
    }
15566
15567
0
    DockNodeUpdateVisibleFlag(node);
15568
15569
    // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
15570
0
    if (node->HostWindow)
15571
0
        UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
15572
0
}
15573
15574
static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
15575
0
{
15576
0
    ImGuiContext& g = *GImGui;
15577
0
    IM_ASSERT(window->DockNode == node);
15578
    //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
15579
    //IM_ASSERT(window->LastFrameActive < g.FrameCount);    // We may call this from Begin()
15580
0
    IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
15581
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
15582
15583
0
    window->DockNode = NULL;
15584
0
    window->DockIsActive = window->DockTabWantClose = false;
15585
0
    window->DockId = save_dock_id;
15586
0
    window->Flags &= ~ImGuiWindowFlags_ChildWindow;
15587
0
    if (window->ParentWindow)
15588
0
        window->ParentWindow->DC.ChildWindows.find_erase(window);
15589
0
    UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
15590
15591
    // Remove window
15592
0
    bool erased = false;
15593
0
    for (int n = 0; n < node->Windows.Size; n++)
15594
0
        if (node->Windows[n] == window)
15595
0
        {
15596
0
            node->Windows.erase(node->Windows.Data + n);
15597
0
            erased = true;
15598
0
            break;
15599
0
        }
15600
0
    if (!erased)
15601
0
        IM_ASSERT(erased);
15602
0
    if (node->VisibleWindow == window)
15603
0
        node->VisibleWindow = NULL;
15604
15605
    // Remove tab and possibly tab bar
15606
0
    node->WantHiddenTabBarUpdate = true;
15607
0
    if (node->TabBar)
15608
0
    {
15609
0
        TabBarRemoveTab(node->TabBar, window->TabId);
15610
0
        const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
15611
0
        if (node->Windows.Size < tab_count_threshold_for_tab_bar)
15612
0
            DockNodeRemoveTabBar(node);
15613
0
    }
15614
15615
0
    if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
15616
0
    {
15617
        // Automatic dock node delete themselves if they are not holding at least one tab
15618
0
        DockContextRemoveNode(&g, node, true);
15619
0
        return;
15620
0
    }
15621
15622
0
    if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
15623
0
    {
15624
0
        ImGuiWindow* remaining_window = node->Windows[0];
15625
0
        if (node->HostWindow->ViewportOwned && node->IsRootNode())
15626
0
        {
15627
            // Transfer viewport back to the remaining loose window
15628
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X=>%08X for Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, remaining_window->ID, remaining_window->Name);
15629
0
            IM_ASSERT(node->HostWindow->Viewport->Window == node->HostWindow);
15630
0
            node->HostWindow->Viewport->Window = remaining_window;
15631
0
            node->HostWindow->Viewport->ID = remaining_window->ID;
15632
0
        }
15633
0
        remaining_window->Collapsed = node->HostWindow->Collapsed;
15634
0
    }
15635
15636
    // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
15637
0
    DockNodeUpdateVisibleFlag(node);
15638
0
}
15639
15640
static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
15641
0
{
15642
0
    IM_ASSERT(dst_node->Windows.Size == 0);
15643
0
    dst_node->ChildNodes[0] = src_node->ChildNodes[0];
15644
0
    dst_node->ChildNodes[1] = src_node->ChildNodes[1];
15645
0
    if (dst_node->ChildNodes[0])
15646
0
        dst_node->ChildNodes[0]->ParentNode = dst_node;
15647
0
    if (dst_node->ChildNodes[1])
15648
0
        dst_node->ChildNodes[1]->ParentNode = dst_node;
15649
0
    dst_node->SplitAxis = src_node->SplitAxis;
15650
0
    dst_node->SizeRef = src_node->SizeRef;
15651
0
    src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
15652
0
}
15653
15654
static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
15655
0
{
15656
    // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
15657
0
    IM_ASSERT(src_node && dst_node && dst_node != src_node);
15658
0
    ImGuiTabBar* src_tab_bar = src_node->TabBar;
15659
0
    if (src_tab_bar != NULL)
15660
0
        IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
15661
15662
    // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
15663
0
    bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
15664
0
    if (move_tab_bar)
15665
0
    {
15666
0
        dst_node->TabBar = src_node->TabBar;
15667
0
        src_node->TabBar = NULL;
15668
0
    }
15669
15670
    // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar().
15671
0
    for (ImGuiWindow* window : src_node->Windows)
15672
0
    {
15673
0
        window->DockNode = NULL;
15674
0
        window->DockIsActive = false;
15675
0
        DockNodeAddWindow(dst_node, window, !move_tab_bar);
15676
0
    }
15677
0
    src_node->Windows.clear();
15678
15679
0
    if (!move_tab_bar && src_node->TabBar)
15680
0
    {
15681
0
        if (dst_node->TabBar)
15682
0
            dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
15683
0
        DockNodeRemoveTabBar(src_node);
15684
0
    }
15685
0
}
15686
15687
static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
15688
0
{
15689
0
    for (int n = 0; n < node->Windows.Size; n++)
15690
0
    {
15691
0
        SetWindowPos(node->Windows[n], node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
15692
0
        SetWindowSize(node->Windows[n], node->Size, ImGuiCond_Always);
15693
0
    }
15694
0
}
15695
15696
static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
15697
0
{
15698
0
    if (node->HostWindow)
15699
0
    {
15700
0
        if (node->HostWindow->DockNodeAsHost == node)
15701
0
            node->HostWindow->DockNodeAsHost = NULL;
15702
0
        node->HostWindow = NULL;
15703
0
    }
15704
15705
0
    if (node->Windows.Size == 1)
15706
0
    {
15707
0
        node->VisibleWindow = node->Windows[0];
15708
0
        node->Windows[0]->DockIsActive = false;
15709
0
    }
15710
15711
0
    if (node->TabBar)
15712
0
        DockNodeRemoveTabBar(node);
15713
0
}
15714
15715
// Search function called once by root node in DockNodeUpdate()
15716
struct ImGuiDockNodeTreeInfo
15717
{
15718
    ImGuiDockNode*      CentralNode;
15719
    ImGuiDockNode*      FirstNodeWithWindows;
15720
    int                 CountNodesWithWindows;
15721
    //ImGuiWindowClass  WindowClassForMerges;
15722
15723
0
    ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
15724
};
15725
15726
static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
15727
0
{
15728
0
    if (node->Windows.Size > 0)
15729
0
    {
15730
0
        if (info->FirstNodeWithWindows == NULL)
15731
0
            info->FirstNodeWithWindows = node;
15732
0
        info->CountNodesWithWindows++;
15733
0
    }
15734
0
    if (node->IsCentralNode())
15735
0
    {
15736
0
        IM_ASSERT(info->CentralNode == NULL); // Should be only one
15737
0
        IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
15738
0
        info->CentralNode = node;
15739
0
    }
15740
0
    if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
15741
0
        return;
15742
0
    if (node->ChildNodes[0])
15743
0
        DockNodeFindInfo(node->ChildNodes[0], info);
15744
0
    if (node->ChildNodes[1])
15745
0
        DockNodeFindInfo(node->ChildNodes[1], info);
15746
0
}
15747
15748
static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
15749
0
{
15750
0
    IM_ASSERT(id != 0);
15751
0
    for (int n = 0; n < node->Windows.Size; n++)
15752
0
        if (node->Windows[n]->ID == id)
15753
0
            return node->Windows[n];
15754
0
    return NULL;
15755
0
}
15756
15757
// - Remove inactive windows/nodes.
15758
// - Update visibility flag.
15759
static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
15760
0
{
15761
0
    ImGuiContext& g = *GImGui;
15762
0
    IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
15763
15764
    // Inherit most flags
15765
0
    if (node->ParentNode)
15766
0
        node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
15767
15768
    // Recurse into children
15769
    // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
15770
    // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
15771
    // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
15772
0
    node->HasCentralNodeChild = false;
15773
0
    if (node->ChildNodes[0])
15774
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
15775
0
    if (node->ChildNodes[1])
15776
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
15777
15778
    // Remove inactive windows, collapse nodes
15779
    // Merge node flags overrides stored in windows
15780
0
    node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
15781
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
15782
0
    {
15783
0
        ImGuiWindow* window = node->Windows[window_n];
15784
0
        IM_ASSERT(window->DockNode == node);
15785
15786
0
        bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
15787
0
        bool remove = false;
15788
0
        remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
15789
0
        remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument);  // Submit all _expected_ closure from last frame
15790
0
        remove |= (window->DockTabWantClose);
15791
0
        if (remove)
15792
0
        {
15793
0
            window->DockTabWantClose = false;
15794
0
            if (node->Windows.Size == 1 && !node->IsCentralNode())
15795
0
            {
15796
0
                DockNodeHideHostWindow(node);
15797
0
                node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
15798
0
                DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
15799
0
                return;
15800
0
            }
15801
0
            DockNodeRemoveWindow(node, window, node->ID);
15802
0
            window_n--;
15803
0
            continue;
15804
0
        }
15805
15806
        // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
15807
        //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
15808
0
        node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
15809
0
    }
15810
0
    node->UpdateMergedFlags();
15811
15812
    // Auto-hide tab bar option
15813
0
    ImGuiDockNodeFlags node_flags = node->MergedFlags;
15814
0
    if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
15815
0
        node->WantHiddenTabBarToggle = true;
15816
0
    node->WantHiddenTabBarUpdate = false;
15817
15818
    // Cancel toggling if we know our tab bar is enforced to be hidden at all times
15819
0
    if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
15820
0
        node->WantHiddenTabBarToggle = false;
15821
15822
    // Apply toggles at a single point of the frame (here!)
15823
0
    if (node->Windows.Size > 1)
15824
0
        node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
15825
0
    else if (node->WantHiddenTabBarToggle)
15826
0
        node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
15827
0
    node->WantHiddenTabBarToggle = false;
15828
15829
0
    DockNodeUpdateVisibleFlag(node);
15830
0
}
15831
15832
// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
15833
static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
15834
0
{
15835
0
    node->HasCentralNodeChild = false;
15836
0
    if (node->ChildNodes[0])
15837
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
15838
0
    if (node->ChildNodes[1])
15839
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
15840
0
    if (node->IsRootNode())
15841
0
    {
15842
0
        ImGuiDockNode* mark_node = node->CentralNode;
15843
0
        while (mark_node)
15844
0
        {
15845
0
            mark_node->HasCentralNodeChild = true;
15846
0
            mark_node = mark_node->ParentNode;
15847
0
        }
15848
0
    }
15849
0
}
15850
15851
static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
15852
0
{
15853
    // Update visibility flag
15854
0
    bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
15855
0
    is_visible |= (node->Windows.Size > 0);
15856
0
    is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
15857
0
    is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
15858
0
    node->IsVisible = is_visible;
15859
0
}
15860
15861
static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
15862
0
{
15863
0
    ImGuiContext& g = *GImGui;
15864
0
    IM_ASSERT(node->WantMouseMove == true);
15865
0
    StartMouseMovingWindow(window);
15866
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
15867
0
    g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
15868
0
    node->WantMouseMove = false;
15869
0
}
15870
15871
// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
15872
static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
15873
0
{
15874
0
    DockNodeUpdateFlagsAndCollapse(node);
15875
15876
    // - Setup central node pointers
15877
    // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
15878
    // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
15879
0
    ImGuiDockNodeTreeInfo info;
15880
0
    DockNodeFindInfo(node, &info);
15881
0
    node->CentralNode = info.CentralNode;
15882
0
    node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
15883
0
    node->CountNodeWithWindows = info.CountNodesWithWindows;
15884
0
    if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
15885
0
        node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
15886
15887
    // Copy the window class from of our first window so it can be used for proper dock filtering.
15888
    // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
15889
    // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
15890
0
    if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
15891
0
    {
15892
0
        node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
15893
0
        for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
15894
0
            if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
15895
0
            {
15896
0
                node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
15897
0
                break;
15898
0
            }
15899
0
    }
15900
15901
0
    ImGuiDockNode* mark_node = node->CentralNode;
15902
0
    while (mark_node)
15903
0
    {
15904
0
        mark_node->HasCentralNodeChild = true;
15905
0
        mark_node = mark_node->ParentNode;
15906
0
    }
15907
0
}
15908
15909
static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
15910
0
{
15911
    // Remove ourselves from any previous different host window
15912
    // This can happen if a user mistakenly does (see #4295 for details):
15913
    //  - N+0: DockBuilderAddNode(id, 0)    // missing ImGuiDockNodeFlags_DockSpace
15914
    //  - N+1: NewFrame()                   // will create floating host window for that node
15915
    //  - N+1: DockSpace(id)                // requalify node as dockspace, moving host window
15916
0
    if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
15917
0
        node->HostWindow->DockNodeAsHost = NULL;
15918
15919
0
    host_window->DockNodeAsHost = node;
15920
0
    node->HostWindow = host_window;
15921
0
}
15922
15923
static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
15924
0
{
15925
0
    ImGuiContext& g = *GImGui;
15926
0
    IM_ASSERT(node->LastFrameActive != g.FrameCount);
15927
0
    node->LastFrameAlive = g.FrameCount;
15928
0
    node->IsBgDrawnThisFrame = false;
15929
15930
0
    node->CentralNode = node->OnlyNodeWithWindows = NULL;
15931
0
    if (node->IsRootNode())
15932
0
        DockNodeUpdateForRootNode(node);
15933
15934
    // Remove tab bar if not needed
15935
0
    if (node->TabBar && node->IsNoTabBar())
15936
0
        DockNodeRemoveTabBar(node);
15937
15938
    // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
15939
0
    bool want_to_hide_host_window = false;
15940
0
    if (node->IsFloatingNode())
15941
0
    {
15942
0
        if (node->Windows.Size <= 1 && node->IsLeafNode())
15943
0
            if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
15944
0
                want_to_hide_host_window = true;
15945
0
        if (node->CountNodeWithWindows == 0)
15946
0
            want_to_hide_host_window = true;
15947
0
    }
15948
0
    if (want_to_hide_host_window)
15949
0
    {
15950
0
        if (node->Windows.Size == 1)
15951
0
        {
15952
            // Floating window pos/size is authoritative
15953
0
            ImGuiWindow* single_window = node->Windows[0];
15954
0
            node->Pos = single_window->Pos;
15955
0
            node->Size = single_window->SizeFull;
15956
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
15957
15958
            // Transfer focus immediately so when we revert to a regular window it is immediately selected
15959
0
            if (node->HostWindow && g.NavWindow == node->HostWindow)
15960
0
                FocusWindow(single_window);
15961
0
            if (node->HostWindow)
15962
0
            {
15963
0
                single_window->Viewport = node->HostWindow->Viewport;
15964
0
                single_window->ViewportId = node->HostWindow->ViewportId;
15965
0
                if (node->HostWindow->ViewportOwned)
15966
0
                {
15967
0
                    single_window->Viewport->Window = single_window;
15968
0
                    single_window->ViewportOwned = true;
15969
0
                }
15970
0
            }
15971
0
        }
15972
15973
0
        DockNodeHideHostWindow(node);
15974
0
        node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
15975
0
        node->WantCloseAll = false;
15976
0
        node->WantCloseTabId = 0;
15977
0
        node->HasCloseButton = node->HasWindowMenuButton = false;
15978
0
        node->LastFrameActive = g.FrameCount;
15979
15980
0
        if (node->WantMouseMove && node->Windows.Size == 1)
15981
0
            DockNodeStartMouseMovingWindow(node, node->Windows[0]);
15982
0
        return;
15983
0
    }
15984
15985
    // In some circumstance we will defer creating the host window (so everything will be kept hidden),
15986
    // while the expected visible window is resizing itself.
15987
    // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
15988
    // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
15989
    //   N+0: Begin(): window created (with no known size), node is created
15990
    //   N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
15991
    //   N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
15992
    // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
15993
    // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
15994
    // In reality it isn't very important as user quickly ends up with size data in .ini file.
15995
0
    if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
15996
0
    {
15997
0
        IM_ASSERT(node->Windows.Size > 0);
15998
0
        ImGuiWindow* ref_window = NULL;
15999
0
        if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
16000
0
            ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
16001
0
        if (ref_window == NULL)
16002
0
            ref_window = node->Windows[0];
16003
0
        if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
16004
0
        {
16005
0
            node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
16006
0
            return;
16007
0
        }
16008
0
    }
16009
16010
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16011
16012
    // Decide if the node will have a close button and a window menu button
16013
0
    node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
16014
0
    node->HasCloseButton = false;
16015
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16016
0
    {
16017
        // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
16018
0
        ImGuiWindow* window = node->Windows[window_n];
16019
0
        node->HasCloseButton |= window->HasCloseButton;
16020
0
        window->DockIsActive = (node->Windows.Size > 1);
16021
0
    }
16022
0
    if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
16023
0
        node->HasCloseButton = false;
16024
16025
    // Bind or create host window
16026
0
    ImGuiWindow* host_window = NULL;
16027
0
    bool beginned_into_host_window = false;
16028
0
    if (node->IsDockSpace())
16029
0
    {
16030
        // [Explicit root dockspace node]
16031
0
        IM_ASSERT(node->HostWindow);
16032
0
        host_window = node->HostWindow;
16033
0
    }
16034
0
    else
16035
0
    {
16036
        // [Automatic root or child nodes]
16037
0
        if (node->IsRootNode() && node->IsVisible)
16038
0
        {
16039
0
            ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16040
16041
            // Sync Pos
16042
0
            if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
16043
0
                SetNextWindowPos(ref_window->Pos);
16044
0
            else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
16045
0
                SetNextWindowPos(node->Pos);
16046
16047
            // Sync Size
16048
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16049
0
                SetNextWindowSize(ref_window->SizeFull);
16050
0
            else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
16051
0
                SetNextWindowSize(node->Size);
16052
16053
            // Sync Collapsed
16054
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16055
0
                SetNextWindowCollapsed(ref_window->Collapsed);
16056
16057
            // Sync Viewport
16058
0
            if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
16059
0
                SetNextWindowViewport(ref_window->ViewportId);
16060
16061
0
            SetNextWindowClass(&node->WindowClass);
16062
16063
            // Begin into the host window
16064
0
            char window_label[20];
16065
0
            DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
16066
0
            ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
16067
0
            window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
16068
0
            window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
16069
0
            window_flags |= ImGuiWindowFlags_NoTitleBar;
16070
16071
0
            SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
16072
0
            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
16073
0
            Begin(window_label, NULL, window_flags);
16074
0
            PopStyleVar();
16075
0
            beginned_into_host_window = true;
16076
16077
0
            host_window = g.CurrentWindow;
16078
0
            DockNodeSetupHostWindow(node, host_window);
16079
0
            host_window->DC.CursorPos = host_window->Pos;
16080
0
            node->Pos = host_window->Pos;
16081
0
            node->Size = host_window->Size;
16082
16083
            // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
16084
            // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
16085
            // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
16086
            // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
16087
            // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
16088
            // after the dock host window, losing their top-most status.
16089
0
            if (node->HostWindow->Appearing)
16090
0
                BringWindowToDisplayFront(node->HostWindow);
16091
16092
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16093
0
        }
16094
0
        else if (node->ParentNode)
16095
0
        {
16096
0
            node->HostWindow = host_window = node->ParentNode->HostWindow;
16097
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16098
0
        }
16099
0
        if (node->WantMouseMove && node->HostWindow)
16100
0
            DockNodeStartMouseMovingWindow(node, node->HostWindow);
16101
0
    }
16102
16103
    // Update focused node (the one whose title bar is highlight) within a node tree
16104
0
    if (node->IsSplitNode())
16105
0
        IM_ASSERT(node->TabBar == NULL);
16106
0
    if (node->IsRootNode())
16107
0
        if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
16108
0
            while (p_window != NULL && p_window->DockNode != NULL)
16109
0
            {
16110
0
                ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
16111
0
                if (p_node == node)
16112
0
                {
16113
0
                    node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
16114
0
                    break;
16115
0
                }
16116
0
                p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
16117
0
            }
16118
16119
    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
16120
0
    ImGuiDockNode* central_node = node->CentralNode;
16121
0
    const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
16122
0
    bool central_node_hole_register_hit_test_hole = central_node_hole;
16123
0
    if (central_node_hole)
16124
0
        if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
16125
0
            if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
16126
0
                central_node_hole_register_hit_test_hole = false;
16127
0
    if (central_node_hole_register_hit_test_hole)
16128
0
    {
16129
        // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
16130
        // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
16131
        // covering passthru node we'd have a gap on the edge not covered by the hole)
16132
0
        IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
16133
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
16134
0
        ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
16135
0
        ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
16136
0
        if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
16137
0
        if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
16138
0
        if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
16139
0
        if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
16140
        //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
16141
0
        if (central_node_hole && !hole_rect.IsInverted())
16142
0
        {
16143
0
            SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16144
0
            if (host_window->ParentWindow)
16145
0
                SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16146
0
        }
16147
0
    }
16148
16149
    // Update position/size, process and draw resizing splitters
16150
0
    if (node->IsRootNode() && host_window)
16151
0
    {
16152
0
        DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
16153
0
        DockNodeTreeUpdateSplitter(node);
16154
0
    }
16155
16156
    // Draw empty node background (currently can only be the Central Node)
16157
0
    if (host_window && node->IsEmpty() && node->IsVisible)
16158
0
    {
16159
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16160
0
        node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
16161
0
        if (node->LastBgColor != 0)
16162
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
16163
0
        node->IsBgDrawnThisFrame = true;
16164
0
    }
16165
16166
    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
16167
    // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
16168
    // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
16169
0
    const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
16170
0
    if (render_dockspace_bg && node->IsVisible)
16171
0
    {
16172
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16173
0
        if (central_node_hole)
16174
0
            RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
16175
0
        else
16176
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
16177
0
    }
16178
16179
    // Draw and populate Tab Bar
16180
0
    if (host_window)
16181
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
16182
0
    if (host_window && node->Windows.Size > 0)
16183
0
    {
16184
0
        DockNodeUpdateTabBar(node, host_window);
16185
0
    }
16186
0
    else
16187
0
    {
16188
0
        node->WantCloseAll = false;
16189
0
        node->WantCloseTabId = 0;
16190
0
        node->IsFocused = false;
16191
0
    }
16192
0
    if (node->TabBar && node->TabBar->SelectedTabId)
16193
0
        node->SelectedTabId = node->TabBar->SelectedTabId;
16194
0
    else if (node->Windows.Size > 0)
16195
0
        node->SelectedTabId = node->Windows[0]->TabId;
16196
16197
    // Draw payload drop target
16198
0
    if (host_window && node->IsVisible)
16199
0
        if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
16200
0
            BeginDockableDragDropTarget(host_window);
16201
16202
    // We update this after DockNodeUpdateTabBar()
16203
0
    node->LastFrameActive = g.FrameCount;
16204
16205
    // Recurse into children
16206
    // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
16207
0
    if (host_window)
16208
0
    {
16209
0
        if (node->ChildNodes[0])
16210
0
            DockNodeUpdate(node->ChildNodes[0]);
16211
0
        if (node->ChildNodes[1])
16212
0
            DockNodeUpdate(node->ChildNodes[1]);
16213
16214
        // Render outer borders last (after the tab bar)
16215
0
        if (node->IsRootNode())
16216
0
            RenderWindowOuterBorders(host_window);
16217
0
    }
16218
16219
    // End host window
16220
0
    if (beginned_into_host_window) //-V1020
16221
0
        End();
16222
0
}
16223
16224
// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
16225
static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
16226
0
{
16227
0
    ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
16228
0
    ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
16229
0
    if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
16230
0
        return d;
16231
0
    return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
16232
0
}
16233
16234
// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node.
16235
// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented)
16236
// Custom overrides may want to decorate, group, sort entries.
16237
// Please note those are internal structures: if you copy this expect occasional breakage.
16238
void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16239
0
{
16240
0
    IM_UNUSED(ctx);
16241
0
    if (tab_bar->Tabs.Size == 1)
16242
0
    {
16243
        // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table.
16244
0
        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar()))
16245
0
            node->WantHiddenTabBarToggle = true;
16246
0
    }
16247
0
    else
16248
0
    {
16249
        // Display a selectable list of windows in this docking node
16250
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
16251
0
        {
16252
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
16253
0
            if (tab->Flags & ImGuiTabItemFlags_Button)
16254
0
                continue;
16255
0
            if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId))
16256
0
                TabBarQueueFocus(tab_bar, tab);
16257
0
            SameLine();
16258
0
            Text("   ");
16259
0
        }
16260
0
    }
16261
0
}
16262
16263
static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16264
0
{
16265
    // Try to position the menu so it is more likely to stays within the same viewport
16266
0
    ImGuiContext& g = *GImGui;
16267
0
    if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
16268
0
        SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
16269
0
    else
16270
0
        SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
16271
0
    if (BeginPopup("#WindowMenu"))
16272
0
    {
16273
0
        node->IsFocused = true;
16274
0
        g.DockNodeWindowMenuHandler(&g, node, tab_bar);
16275
0
        EndPopup();
16276
0
    }
16277
0
}
16278
16279
// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
16280
bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
16281
0
{
16282
0
    if (node->TabBar == NULL || node->HostWindow == NULL)
16283
0
        return false;
16284
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
16285
0
        return false;
16286
0
    Begin(node->HostWindow->Name);
16287
0
    PushOverrideID(node->ID);
16288
0
    bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags, node);
16289
0
    IM_UNUSED(ret);
16290
0
    IM_ASSERT(ret);
16291
0
    return true;
16292
0
}
16293
16294
void ImGui::DockNodeEndAmendTabBar()
16295
0
{
16296
0
    EndTabBar();
16297
0
    PopID();
16298
0
    End();
16299
0
}
16300
16301
static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node)
16302
0
{
16303
    // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy)
16304
0
    ImGuiContext& g = *GImGui;
16305
0
    if (g.NavWindowingTarget)
16306
0
        return (g.NavWindowingTarget->DockNode == node);
16307
16308
    // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window)
16309
0
    if (g.NavWindow && root_node->LastFocusedNodeId == node->ID)
16310
0
    {
16311
        // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node)
16312
0
        ImGuiWindow* parent_window = g.NavWindow->RootWindow;
16313
0
        while (parent_window->Flags & ImGuiWindowFlags_ChildMenu)
16314
0
            parent_window = parent_window->ParentWindow->RootWindow;
16315
0
        ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode;
16316
0
        for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL)
16317
0
            if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node)
16318
0
                return true;
16319
0
    }
16320
0
    return false;
16321
0
}
16322
16323
// Submit the tab bar corresponding to a dock node and various housekeeping details.
16324
static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
16325
0
{
16326
0
    ImGuiContext& g = *GImGui;
16327
0
    ImGuiStyle& style = g.Style;
16328
16329
0
    const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16330
0
    const bool closed_all = node->WantCloseAll && node_was_active;
16331
0
    const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
16332
0
    node->WantCloseAll = false;
16333
0
    node->WantCloseTabId = 0;
16334
16335
    // Decide if we should use a focused title bar color
16336
0
    bool is_focused = false;
16337
0
    ImGuiDockNode* root_node = DockNodeGetRootNode(node);
16338
0
    if (IsDockNodeTitleBarHighlighted(node, root_node))
16339
0
        is_focused = true;
16340
16341
    // Hidden tab bar will show a triangle on the upper-left (in Begin)
16342
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
16343
0
    {
16344
0
        node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16345
0
        node->IsFocused = is_focused;
16346
0
        if (is_focused)
16347
0
            node->LastFrameFocused = g.FrameCount;
16348
0
        if (node->VisibleWindow)
16349
0
        {
16350
            // Notify root of visible window (used to display title in OS task bar)
16351
0
            if (is_focused || root_node->VisibleWindow == NULL)
16352
0
                root_node->VisibleWindow = node->VisibleWindow;
16353
0
            if (node->TabBar)
16354
0
                node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
16355
0
        }
16356
0
        return;
16357
0
    }
16358
16359
    // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
16360
0
    bool backup_skip_item = host_window->SkipItems;
16361
0
    if (!node->IsDockSpace())
16362
0
    {
16363
0
        host_window->SkipItems = false;
16364
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
16365
0
    }
16366
16367
    // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
16368
    // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
16369
    // as docked windows themselves will override the stack with their own root ID.
16370
0
    PushOverrideID(node->ID);
16371
0
    ImGuiTabBar* tab_bar = node->TabBar;
16372
0
    bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
16373
0
    if (tab_bar == NULL)
16374
0
    {
16375
0
        DockNodeAddTabBar(node);
16376
0
        tab_bar = node->TabBar;
16377
0
    }
16378
16379
0
    ImGuiID focus_tab_id = 0;
16380
0
    node->IsFocused = is_focused;
16381
16382
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16383
0
    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
16384
16385
    // In a dock node, the Collapse Button turns into the Window Menu button.
16386
    // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
16387
0
    if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
16388
0
    {
16389
0
        ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId;
16390
0
        DockNodeWindowMenuUpdate(node, tab_bar);
16391
0
        if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id)
16392
0
            focus_tab_id = tab_bar->NextSelectedTabId;
16393
0
        is_focused |= node->IsFocused;
16394
0
    }
16395
16396
    // Layout
16397
0
    ImRect title_bar_rect, tab_bar_rect;
16398
0
    ImVec2 window_menu_button_pos;
16399
0
    ImVec2 close_button_pos;
16400
0
    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
16401
16402
    // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
16403
0
    const int tabs_count_old = tab_bar->Tabs.Size;
16404
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16405
0
    {
16406
0
        ImGuiWindow* window = node->Windows[window_n];
16407
0
        if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
16408
0
            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
16409
0
    }
16410
16411
    // Title bar
16412
0
    if (is_focused)
16413
0
        node->LastFrameFocused = g.FrameCount;
16414
0
    ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
16415
0
    ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE);
16416
0
    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
16417
16418
    // Docking/Collapse button
16419
0
    if (has_window_menu_button)
16420
0
    {
16421
0
        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
16422
0
            OpenPopup("#WindowMenu");
16423
0
        if (IsItemActive())
16424
0
            focus_tab_id = tab_bar->SelectedTabId;
16425
0
    }
16426
16427
    // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
16428
0
    int tabs_unsorted_start = tab_bar->Tabs.Size;
16429
0
    for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
16430
0
    {
16431
        // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
16432
0
        tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
16433
0
        tabs_unsorted_start = tab_n;
16434
0
    }
16435
0
    if (tab_bar->Tabs.Size > tabs_unsorted_start)
16436
0
    {
16437
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
16438
0
        for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
16439
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab '%s' Order %d\n", tab_bar->Tabs[tab_n].Window->Name, tab_bar->Tabs[tab_n].Window->DockOrder);
16440
0
        if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
16441
0
            ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
16442
0
    }
16443
16444
    // Apply NavWindow focus back to the tab bar
16445
0
    if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
16446
0
        tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId;
16447
16448
    // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
16449
0
    if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
16450
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
16451
0
    else if (tab_bar->Tabs.Size > tabs_count_old)
16452
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId;
16453
16454
    // Begin tab bar
16455
0
    ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
16456
0
    tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;
16457
0
    if (!host_window->Collapsed && is_focused)
16458
0
        tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
16459
0
    BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags, node);
16460
    //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
16461
16462
    // Backup style colors
16463
0
    ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
16464
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16465
0
        backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
16466
16467
    // Submit actual tabs
16468
0
    node->VisibleWindow = NULL;
16469
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16470
0
    {
16471
0
        ImGuiWindow* window = node->Windows[window_n];
16472
0
        if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
16473
0
            continue;
16474
0
        if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
16475
0
        {
16476
0
            ImGuiTabItemFlags tab_item_flags = 0;
16477
0
            tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
16478
0
            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
16479
0
                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
16480
0
            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
16481
0
                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
16482
16483
            // Apply stored style overrides for the window
16484
0
            for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16485
0
                g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
16486
16487
            // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
16488
0
            bool tab_open = true;
16489
0
            TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
16490
0
            if (!tab_open)
16491
0
                node->WantCloseTabId = window->TabId;
16492
0
            if (tab_bar->VisibleTabId == window->TabId)
16493
0
                node->VisibleWindow = window;
16494
16495
            // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
16496
0
            window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
16497
0
            window->DockTabItemRect = g.LastItemData.Rect;
16498
16499
            // Update navigation ID on menu layer
16500
0
            if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
16501
0
                host_window->NavLastIds[1] = window->TabId;
16502
0
        }
16503
0
    }
16504
16505
    // Restore style colors
16506
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16507
0
        g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
16508
16509
    // Notify root of visible window (used to display title in OS task bar)
16510
0
    if (node->VisibleWindow)
16511
0
        if (is_focused || root_node->VisibleWindow == NULL)
16512
0
            root_node->VisibleWindow = node->VisibleWindow;
16513
16514
    // Close button (after VisibleWindow was updated)
16515
    // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
16516
0
    const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
16517
0
    const bool close_button_is_visible = node->HasCloseButton;
16518
    //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
16519
0
    if (close_button_is_visible)
16520
0
    {
16521
0
        if (!close_button_is_enabled)
16522
0
        {
16523
0
            PushItemFlag(ImGuiItemFlags_Disabled, true);
16524
0
            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
16525
0
        }
16526
0
        if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
16527
0
        {
16528
0
            node->WantCloseAll = true;
16529
0
            for (int n = 0; n < tab_bar->Tabs.Size; n++)
16530
0
                TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
16531
0
        }
16532
        //if (IsItemActive())
16533
        //    focus_tab_id = tab_bar->SelectedTabId;
16534
0
        if (!close_button_is_enabled)
16535
0
        {
16536
0
            PopStyleColor();
16537
0
            PopItemFlag();
16538
0
        }
16539
0
    }
16540
16541
    // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
16542
    // FIXME: TabItem use AllowItemOverlap so we manually perform a more specific test for now (hovered || held)
16543
0
    ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
16544
0
    if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
16545
0
    {
16546
0
        bool held;
16547
0
        ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowItemOverlap);
16548
0
        if (g.HoveredId == title_bar_id)
16549
0
        {
16550
            // ImGuiButtonFlags_AllowItemOverlap + SetItemAllowOverlap() required for appending into dock node tab bar,
16551
            // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
16552
0
            g.LastItemData.ID = title_bar_id;
16553
0
            SetItemAllowOverlap();
16554
0
        }
16555
0
        if (held)
16556
0
        {
16557
0
            if (IsMouseClicked(0))
16558
0
                focus_tab_id = tab_bar->SelectedTabId;
16559
16560
            // Forward moving request to selected window
16561
0
            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
16562
0
                StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false);
16563
0
        }
16564
0
    }
16565
16566
    // Forward focus from host node to selected window
16567
    //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
16568
    //    focus_tab_id = tab_bar->SelectedTabId;
16569
16570
    // When clicked on a tab we requested focus to the docked child
16571
    // This overrides the value set by "forward focus from host node to selected window".
16572
0
    if (tab_bar->NextSelectedTabId)
16573
0
        focus_tab_id = tab_bar->NextSelectedTabId;
16574
16575
    // Apply navigation focus
16576
0
    if (focus_tab_id != 0)
16577
0
        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
16578
0
            if (tab->Window)
16579
0
            {
16580
0
                FocusWindow(tab->Window);
16581
0
                NavInitWindow(tab->Window, false);
16582
0
            }
16583
16584
0
    EndTabBar();
16585
0
    PopID();
16586
16587
    // Restore SkipItems flag
16588
0
    if (!node->IsDockSpace())
16589
0
    {
16590
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
16591
0
        host_window->SkipItems = backup_skip_item;
16592
0
    }
16593
0
}
16594
16595
static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
16596
0
{
16597
0
    IM_ASSERT(node->TabBar == NULL);
16598
0
    node->TabBar = IM_NEW(ImGuiTabBar);
16599
0
}
16600
16601
static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
16602
0
{
16603
0
    if (node->TabBar == NULL)
16604
0
        return;
16605
0
    IM_DELETE(node->TabBar);
16606
0
    node->TabBar = NULL;
16607
0
}
16608
16609
static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
16610
0
{
16611
0
    if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
16612
0
        return false;
16613
16614
0
    ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
16615
0
    ImGuiWindowClass* payload_class = &payload->WindowClass;
16616
0
    if (host_class->ClassId != payload_class->ClassId)
16617
0
    {
16618
0
        if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
16619
0
            return true;
16620
0
        if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
16621
0
            return true;
16622
0
        return false;
16623
0
    }
16624
16625
    // Prevent docking any window created above a popup
16626
    // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
16627
    // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
16628
    // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
16629
    // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
16630
0
    ImGuiContext& g = *GImGui;
16631
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
16632
0
        if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
16633
0
            if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window))   // Payload is created from within a popup begin stack.
16634
0
                return false;
16635
16636
0
    return true;
16637
0
}
16638
16639
static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
16640
0
{
16641
0
    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
16642
0
        return true;
16643
16644
0
    const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
16645
0
    for (int payload_n = 0; payload_n < payload_count; payload_n++)
16646
0
    {
16647
0
        ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
16648
0
        if (DockNodeIsDropAllowedOne(payload, host_window))
16649
0
            return true;
16650
0
    }
16651
0
    return false;
16652
0
}
16653
16654
// window menu button == collapse button when not in a dock node.
16655
// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
16656
static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
16657
0
{
16658
0
    ImGuiContext& g = *GImGui;
16659
0
    ImGuiStyle& style = g.Style;
16660
16661
0
    ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
16662
0
    if (out_title_rect) { *out_title_rect = r; }
16663
16664
0
    r.Min.x += style.WindowBorderSize;
16665
0
    r.Max.x -= style.WindowBorderSize;
16666
16667
0
    float button_sz = g.FontSize;
16668
16669
0
    ImVec2 window_menu_button_pos = r.Min;
16670
0
    r.Min.x += style.FramePadding.x;
16671
0
    r.Max.x -= style.FramePadding.x;
16672
0
    if (node->HasCloseButton)
16673
0
    {
16674
0
        r.Max.x -= button_sz;
16675
0
        if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - style.FramePadding.x, r.Min.y);
16676
0
    }
16677
0
    if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
16678
0
    {
16679
0
        r.Min.x += button_sz + style.ItemInnerSpacing.x;
16680
0
    }
16681
0
    else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
16682
0
    {
16683
0
        r.Max.x -= button_sz + style.FramePadding.x;
16684
0
        window_menu_button_pos = ImVec2(r.Max.x, r.Min.y);
16685
0
    }
16686
0
    if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
16687
0
    if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
16688
0
}
16689
16690
void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
16691
0
{
16692
0
    ImGuiContext& g = *GImGui;
16693
0
    const float dock_spacing = g.Style.ItemInnerSpacing.x;
16694
0
    const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
16695
0
    pos_new[axis ^ 1] = pos_old[axis ^ 1];
16696
0
    size_new[axis ^ 1] = size_old[axis ^ 1];
16697
16698
    // Distribute size on given axis (with a desired size or equally)
16699
0
    const float w_avail = size_old[axis] - dock_spacing;
16700
0
    if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
16701
0
    {
16702
0
        size_new[axis] = size_new_desired[axis];
16703
0
        size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
16704
0
    }
16705
0
    else
16706
0
    {
16707
0
        size_new[axis] = IM_FLOOR(w_avail * 0.5f);
16708
0
        size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
16709
0
    }
16710
16711
    // Position each node
16712
0
    if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
16713
0
    {
16714
0
        pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
16715
0
    }
16716
0
    else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
16717
0
    {
16718
0
        pos_new[axis] = pos_old[axis];
16719
0
        pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
16720
0
    }
16721
0
}
16722
16723
// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
16724
bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
16725
0
{
16726
0
    ImGuiContext& g = *GImGui;
16727
16728
0
    const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
16729
0
    const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
16730
0
    float hs_w; // Half-size, longer axis
16731
0
    float hs_h; // Half-size, smaller axis
16732
0
    ImVec2 off; // Distance from edge or center
16733
0
    if (outer_docking)
16734
0
    {
16735
        //hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
16736
        //hs_h = ImFloor(hs_w * 0.15f);
16737
        //off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
16738
0
        hs_w = ImFloor(hs_for_central_nodes * 1.50f);
16739
0
        hs_h = ImFloor(hs_for_central_nodes * 0.80f);
16740
0
        off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - hs_h), ImFloor(parent.GetHeight() * 0.5f - hs_h));
16741
0
    }
16742
0
    else
16743
0
    {
16744
0
        hs_w = ImFloor(hs_for_central_nodes);
16745
0
        hs_h = ImFloor(hs_for_central_nodes * 0.90f);
16746
0
        off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f));
16747
0
    }
16748
16749
0
    ImVec2 c = ImFloor(parent.GetCenter());
16750
0
    if      (dir == ImGuiDir_None)  { out_r = ImRect(c.x - hs_w, c.y - hs_w,         c.x + hs_w, c.y + hs_w);         }
16751
0
    else if (dir == ImGuiDir_Up)    { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
16752
0
    else if (dir == ImGuiDir_Down)  { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
16753
0
    else if (dir == ImGuiDir_Left)  { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
16754
0
    else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
16755
16756
0
    if (test_mouse_pos == NULL)
16757
0
        return false;
16758
16759
0
    ImRect hit_r = out_r;
16760
0
    if (!outer_docking)
16761
0
    {
16762
        // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
16763
0
        hit_r.Expand(ImFloor(hs_w * 0.30f));
16764
0
        ImVec2 mouse_delta = (*test_mouse_pos - c);
16765
0
        float mouse_delta_len2 = ImLengthSqr(mouse_delta);
16766
0
        float r_threshold_center = hs_w * 1.4f;
16767
0
        float r_threshold_sides = hs_w * (1.4f + 1.2f);
16768
0
        if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
16769
0
            return (dir == ImGuiDir_None);
16770
0
        if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
16771
0
            return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
16772
0
    }
16773
0
    return hit_r.Contains(*test_mouse_pos);
16774
0
}
16775
16776
// host_node may be NULL if the window doesn't have a DockNode already.
16777
// FIXME-DOCK: This is misnamed since it's also doing the filtering.
16778
static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
16779
0
{
16780
0
    ImGuiContext& g = *GImGui;
16781
16782
    // There is an edge case when docking into a dockspace which only has inactive nodes.
16783
    // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
16784
    // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
16785
0
    if (payload_node == NULL)
16786
0
        payload_node = payload_window->DockNodeAsHost;
16787
0
    ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
16788
0
    if (ref_node_for_rect)
16789
0
        IM_ASSERT(ref_node_for_rect->IsVisible == true);
16790
16791
    // Filter, figure out where we are allowed to dock
16792
0
    ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet;
16793
0
    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
16794
0
    data->IsCenterAvailable = true;
16795
0
    if (is_outer_docking)
16796
0
        data->IsCenterAvailable = false;
16797
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDocking)
16798
0
        data->IsCenterAvailable = false;
16799
0
    else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) && host_node->IsCentralNode())
16800
0
        data->IsCenterAvailable = false;
16801
0
    else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
16802
0
        data->IsCenterAvailable = false;
16803
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
16804
0
        data->IsCenterAvailable = false;
16805
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
16806
0
        data->IsCenterAvailable = false;
16807
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
16808
0
        data->IsCenterAvailable = false;
16809
16810
0
    data->IsSidesAvailable = true;
16811
0
    if ((dst_node_flags & ImGuiDockNodeFlags_NoSplit) || g.IO.ConfigDockingNoSplit)
16812
0
        data->IsSidesAvailable = false;
16813
0
    else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
16814
0
        data->IsSidesAvailable = false;
16815
0
    else if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplitMe) || (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther))
16816
0
        data->IsSidesAvailable = false;
16817
16818
    // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
16819
0
    data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton);
16820
0
    data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
16821
0
    data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
16822
0
    data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
16823
16824
    // Calculate drop shapes geometry for allowed splitting directions
16825
0
    IM_ASSERT(ImGuiDir_None == -1);
16826
0
    data->SplitNode = host_node;
16827
0
    data->SplitDir = ImGuiDir_None;
16828
0
    data->IsSplitDirExplicit = false;
16829
0
    if (!host_window->Collapsed)
16830
0
        for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
16831
0
        {
16832
0
            if (dir == ImGuiDir_None && !data->IsCenterAvailable)
16833
0
                continue;
16834
0
            if (dir != ImGuiDir_None && !data->IsSidesAvailable)
16835
0
                continue;
16836
0
            if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
16837
0
            {
16838
0
                data->SplitDir = (ImGuiDir)dir;
16839
0
                data->IsSplitDirExplicit = true;
16840
0
            }
16841
0
        }
16842
16843
    // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
16844
0
    data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
16845
0
    if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
16846
0
        data->IsDropAllowed = false;
16847
16848
    // Calculate split area
16849
0
    data->SplitRatio = 0.0f;
16850
0
    if (data->SplitDir != ImGuiDir_None)
16851
0
    {
16852
0
        ImGuiDir split_dir = data->SplitDir;
16853
0
        ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
16854
0
        ImVec2 pos_new, pos_old = data->FutureNode.Pos;
16855
0
        ImVec2 size_new, size_old = data->FutureNode.Size;
16856
0
        DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size);
16857
16858
        // Calculate split ratio so we can pass it down the docking request
16859
0
        float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
16860
0
        data->FutureNode.Pos = pos_new;
16861
0
        data->FutureNode.Size = size_new;
16862
0
        data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
16863
0
    }
16864
0
}
16865
16866
static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
16867
0
{
16868
0
    ImGuiContext& g = *GImGui;
16869
0
    IM_ASSERT(g.CurrentWindow == host_window);   // Because we rely on font size to calculate tab sizes
16870
16871
    // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
16872
    // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
16873
0
    const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
16874
16875
    // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
16876
0
    int overlay_draw_lists_count = 0;
16877
0
    ImDrawList* overlay_draw_lists[2];
16878
0
    overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
16879
0
    if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
16880
0
        overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
16881
16882
    // Draw main preview rectangle
16883
0
    const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
16884
0
    const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
16885
0
    const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
16886
0
    const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
16887
16888
    // Display area preview
16889
0
    const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
16890
0
    if (data->IsDropAllowed)
16891
0
    {
16892
0
        ImRect overlay_rect = data->FutureNode.Rect();
16893
0
        if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
16894
0
            overlay_rect.Min.y += GetFrameHeight();
16895
0
        if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
16896
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
16897
0
                overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE));
16898
0
    }
16899
16900
    // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
16901
0
    if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
16902
0
    {
16903
        // Compute target tab bar geometry so we can locate our preview tabs
16904
0
        ImRect tab_bar_rect;
16905
0
        DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
16906
0
        ImVec2 tab_pos = tab_bar_rect.Min;
16907
0
        if (host_node && host_node->TabBar)
16908
0
        {
16909
0
            if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
16910
0
                tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
16911
0
            else
16912
0
                tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x;
16913
0
        }
16914
0
        else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
16915
0
        {
16916
0
            tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar
16917
0
        }
16918
16919
        // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
16920
0
        if (root_payload->DockNodeAsHost)
16921
0
            IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
16922
0
        ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
16923
0
        const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
16924
0
        for (int payload_n = 0; payload_n < payload_count; payload_n++)
16925
0
        {
16926
            // DockNode's TabBar may have non-window Tabs manually appended by user
16927
0
            ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
16928
0
            if (tab_bar_with_payload && payload_window == NULL)
16929
0
                continue;
16930
0
            if (!DockNodeIsDropAllowedOne(payload_window, host_window))
16931
0
                continue;
16932
16933
            // Calculate the tab bounding box for each payload window
16934
0
            ImVec2 tab_size = TabItemCalcSize(payload_window);
16935
0
            ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
16936
0
            tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
16937
0
            const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
16938
0
            const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
16939
0
            PushStyleColor(ImGuiCol_Text, overlay_col_text);
16940
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
16941
0
            {
16942
0
                ImGuiTabItemFlags tab_flags = ImGuiTabItemFlags_Preview | ((payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0);
16943
0
                if (!tab_bar_rect.Contains(tab_bb))
16944
0
                    overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
16945
0
                TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
16946
0
                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
16947
0
                if (!tab_bar_rect.Contains(tab_bb))
16948
0
                    overlay_draw_lists[overlay_n]->PopClipRect();
16949
0
            }
16950
0
            PopStyleColor();
16951
0
        }
16952
0
    }
16953
16954
    // Display drop boxes
16955
0
    const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
16956
0
    for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
16957
0
    {
16958
0
        if (!data->DropRectsDraw[dir + 1].IsInverted())
16959
0
        {
16960
0
            ImRect draw_r = data->DropRectsDraw[dir + 1];
16961
0
            ImRect draw_r_in = draw_r;
16962
0
            draw_r_in.Expand(-2.0f);
16963
0
            ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
16964
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
16965
0
            {
16966
0
                ImVec2 center = ImFloor(draw_r_in.GetCenter());
16967
0
                overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
16968
0
                overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
16969
0
                if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
16970
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
16971
0
                if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
16972
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
16973
0
            }
16974
0
        }
16975
16976
        // Stop after ImGuiDir_None
16977
0
        if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit)
16978
0
            return;
16979
0
    }
16980
0
}
16981
16982
//-----------------------------------------------------------------------------
16983
// Docking: ImGuiDockNode Tree manipulation functions
16984
//-----------------------------------------------------------------------------
16985
// - DockNodeTreeSplit()
16986
// - DockNodeTreeMerge()
16987
// - DockNodeTreeUpdatePosSize()
16988
// - DockNodeTreeUpdateSplitterFindTouchingNode()
16989
// - DockNodeTreeUpdateSplitter()
16990
// - DockNodeTreeFindFallbackLeafNode()
16991
// - DockNodeTreeFindNodeByPos()
16992
//-----------------------------------------------------------------------------
16993
16994
void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
16995
0
{
16996
0
    ImGuiContext& g = *GImGui;
16997
0
    IM_ASSERT(split_axis != ImGuiAxis_None);
16998
16999
0
    ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
17000
0
    child_0->ParentNode = parent_node;
17001
17002
0
    ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
17003
0
    child_1->ParentNode = parent_node;
17004
17005
0
    ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
17006
0
    DockNodeMoveChildNodes(child_inheritor, parent_node);
17007
0
    parent_node->ChildNodes[0] = child_0;
17008
0
    parent_node->ChildNodes[1] = child_1;
17009
0
    parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
17010
0
    parent_node->SplitAxis = split_axis;
17011
0
    parent_node->VisibleWindow = NULL;
17012
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17013
17014
0
    float size_avail = (parent_node->Size[split_axis] - DOCKING_SPLITTER_SIZE);
17015
0
    size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
17016
0
    IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
17017
0
    child_0->SizeRef = child_1->SizeRef = parent_node->Size;
17018
0
    child_0->SizeRef[split_axis] = ImFloor(size_avail * split_ratio);
17019
0
    child_1->SizeRef[split_axis] = ImFloor(size_avail - child_0->SizeRef[split_axis]);
17020
17021
0
    DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
17022
0
    DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
17023
0
    DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
17024
0
    DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
17025
17026
    // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
17027
0
    child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17028
0
    child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17029
0
    child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17030
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17031
0
    child_0->UpdateMergedFlags();
17032
0
    child_1->UpdateMergedFlags();
17033
0
    parent_node->UpdateMergedFlags();
17034
0
    if (child_inheritor->IsCentralNode())
17035
0
        DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
17036
0
}
17037
17038
void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
17039
0
{
17040
    // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
17041
0
    ImGuiContext& g = *GImGui;
17042
0
    ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
17043
0
    ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
17044
0
    IM_ASSERT(child_0 || child_1);
17045
0
    IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
17046
0
    if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
17047
0
    {
17048
0
        IM_ASSERT(parent_node->TabBar == NULL);
17049
0
        IM_ASSERT(parent_node->Windows.Size == 0);
17050
0
    }
17051
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
17052
17053
0
    ImVec2 backup_last_explicit_size = parent_node->SizeRef;
17054
0
    DockNodeMoveChildNodes(parent_node, merge_lead_child);
17055
0
    if (child_0)
17056
0
    {
17057
0
        DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
17058
0
        DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
17059
0
    }
17060
0
    if (child_1)
17061
0
    {
17062
0
        DockNodeMoveWindows(parent_node, child_1);
17063
0
        DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
17064
0
    }
17065
0
    DockNodeApplyPosSizeToWindows(parent_node);
17066
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17067
0
    parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
17068
0
    parent_node->SizeRef = backup_last_explicit_size;
17069
17070
    // Flags transfer
17071
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
17072
0
    parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17073
0
    parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17074
0
    parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
17075
0
    parent_node->UpdateMergedFlags();
17076
17077
0
    if (child_0)
17078
0
    {
17079
0
        ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
17080
0
        IM_DELETE(child_0);
17081
0
    }
17082
0
    if (child_1)
17083
0
    {
17084
0
        ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
17085
0
        IM_DELETE(child_1);
17086
0
    }
17087
0
}
17088
17089
// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
17090
// (Depth-first, Pre-Order)
17091
void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
17092
0
{
17093
    // During the regular dock node update we write to all nodes.
17094
    // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
17095
0
    const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
17096
0
    if (write_to_node)
17097
0
    {
17098
0
        node->Pos = pos;
17099
0
        node->Size = size;
17100
0
    }
17101
17102
0
    if (node->IsLeafNode())
17103
0
        return;
17104
17105
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17106
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17107
0
    ImVec2 child_0_pos = pos, child_1_pos = pos;
17108
0
    ImVec2 child_0_size = size, child_1_size = size;
17109
17110
0
    const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
17111
0
    const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
17112
0
    const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
17113
0
    const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
17114
17115
0
    if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
17116
0
    {
17117
0
        ImGuiContext& g = *GImGui;
17118
0
        const float spacing = DOCKING_SPLITTER_SIZE;
17119
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17120
0
        const float size_avail = ImMax(size[axis] - spacing, 0.0f);
17121
17122
        // Size allocation policy
17123
        // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
17124
0
        const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
17125
17126
        // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
17127
        // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImFloor()
17128
        // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
17129
17130
        // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
17131
0
        if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
17132
0
        {
17133
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
17134
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17135
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17136
0
        }
17137
0
        else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
17138
0
        {
17139
0
            child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
17140
0
            child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
17141
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17142
0
        }
17143
0
        else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
17144
0
        {
17145
            // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
17146
            // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
17147
0
            float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
17148
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * split_ratio);
17149
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17150
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17151
0
        }
17152
17153
        // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
17154
0
        else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
17155
0
        {
17156
0
            child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
17157
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17158
0
        }
17159
0
        else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
17160
0
        {
17161
0
            child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
17162
0
            child_0_size[axis] = (size_avail - child_1_size[axis]);
17163
0
        }
17164
0
        else
17165
0
        {
17166
            // 4) Otherwise distribute according to the relative ratio of each SizeRef value
17167
0
            float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
17168
0
            child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5f));
17169
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17170
0
        }
17171
17172
0
        child_1_pos[axis] += spacing + child_0_size[axis];
17173
0
    }
17174
17175
0
    if (only_write_to_single_node == NULL)
17176
0
        child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
17177
17178
0
    const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
17179
0
    const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
17180
0
    if (child_0_recurse)
17181
0
        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
17182
0
    if (child_1_recurse)
17183
0
        DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
17184
0
}
17185
17186
static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
17187
0
{
17188
0
    if (node->IsLeafNode())
17189
0
    {
17190
0
        touching_nodes->push_back(node);
17191
0
        return;
17192
0
    }
17193
0
    if (node->ChildNodes[0]->IsVisible)
17194
0
        if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
17195
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
17196
0
    if (node->ChildNodes[1]->IsVisible)
17197
0
        if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
17198
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
17199
0
}
17200
17201
// (Depth-First, Pre-Order)
17202
void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
17203
0
{
17204
0
    if (node->IsLeafNode())
17205
0
        return;
17206
17207
0
    ImGuiContext& g = *GImGui;
17208
17209
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17210
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17211
0
    if (child_0->IsVisible && child_1->IsVisible)
17212
0
    {
17213
        // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
17214
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17215
0
        IM_ASSERT(axis != ImGuiAxis_None);
17216
0
        ImRect bb;
17217
0
        bb.Min = child_0->Pos;
17218
0
        bb.Max = child_1->Pos;
17219
0
        bb.Min[axis] += child_0->Size[axis];
17220
0
        bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
17221
        //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
17222
17223
0
        const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
17224
0
        const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
17225
0
        if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
17226
0
        {
17227
0
            ImGuiWindow* window = g.CurrentWindow;
17228
0
            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
17229
0
        }
17230
0
        else
17231
0
        {
17232
            //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
17233
            //bb.Max[axis] -= 1;
17234
0
            PushID(node->ID);
17235
17236
            // Find resizing limits by gathering list of nodes that are touching the splitter line.
17237
0
            ImVector<ImGuiDockNode*> touching_nodes[2];
17238
0
            float min_size = g.Style.WindowMinSize[axis];
17239
0
            float resize_limits[2];
17240
0
            resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
17241
0
            resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
17242
17243
0
            ImGuiID splitter_id = GetID("##Splitter");
17244
0
            if (g.ActiveId == splitter_id) // Only process when splitter is active
17245
0
            {
17246
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
17247
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
17248
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
17249
0
                    resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
17250
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
17251
0
                    resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
17252
17253
                // [DEBUG] Render touching nodes & limits
17254
                /*
17255
                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17256
                for (int n = 0; n < 2; n++)
17257
                {
17258
                    for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
17259
                        draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
17260
                    if (axis == ImGuiAxis_X)
17261
                        draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
17262
                    else
17263
                        draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
17264
                }
17265
                */
17266
0
            }
17267
17268
            // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
17269
0
            float cur_size_0 = child_0->Size[axis];
17270
0
            float cur_size_1 = child_1->Size[axis];
17271
0
            float min_size_0 = resize_limits[0] - child_0->Pos[axis];
17272
0
            float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
17273
0
            ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
17274
0
            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
17275
0
            {
17276
0
                if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
17277
0
                {
17278
0
                    child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
17279
0
                    child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
17280
0
                    child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
17281
17282
                    // Lock the size of every node that is a sibling of the node we are touching
17283
                    // This might be less desirable if we can merge sibling of a same axis into the same parental level.
17284
0
                    for (int side_n = 0; side_n < 2; side_n++)
17285
0
                        for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
17286
0
                        {
17287
0
                            ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
17288
                            //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17289
                            //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
17290
0
                            while (touching_node->ParentNode != node)
17291
0
                            {
17292
0
                                if (touching_node->ParentNode->SplitAxis == axis)
17293
0
                                {
17294
                                    // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
17295
0
                                    ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
17296
0
                                    node_to_preserve->WantLockSizeOnce = true;
17297
                                    //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
17298
                                    //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
17299
0
                                }
17300
0
                                touching_node = touching_node->ParentNode;
17301
0
                            }
17302
0
                        }
17303
17304
0
                    DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
17305
0
                    DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
17306
0
                    MarkIniSettingsDirty();
17307
0
                }
17308
0
            }
17309
0
            PopID();
17310
0
        }
17311
0
    }
17312
17313
0
    if (child_0->IsVisible)
17314
0
        DockNodeTreeUpdateSplitter(child_0);
17315
0
    if (child_1->IsVisible)
17316
0
        DockNodeTreeUpdateSplitter(child_1);
17317
0
}
17318
17319
ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
17320
0
{
17321
0
    if (node->IsLeafNode())
17322
0
        return node;
17323
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
17324
0
        return leaf_node;
17325
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
17326
0
        return leaf_node;
17327
0
    return NULL;
17328
0
}
17329
17330
ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
17331
0
{
17332
0
    if (!node->IsVisible)
17333
0
        return NULL;
17334
17335
0
    const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
17336
0
    ImRect r(node->Pos, node->Pos + node->Size);
17337
0
    r.Expand(dock_spacing * 0.5f);
17338
0
    bool inside = r.Contains(pos);
17339
0
    if (!inside)
17340
0
        return NULL;
17341
17342
0
    if (node->IsLeafNode())
17343
0
        return node;
17344
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
17345
0
        return hovered_node;
17346
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
17347
0
        return hovered_node;
17348
17349
    // This means we are hovering over the splitter/spacing of a parent node
17350
0
    return node;
17351
0
}
17352
17353
//-----------------------------------------------------------------------------
17354
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
17355
//-----------------------------------------------------------------------------
17356
// - SetWindowDock() [Internal]
17357
// - DockSpace()
17358
// - DockSpaceOverViewport()
17359
//-----------------------------------------------------------------------------
17360
17361
// [Internal] Called via SetNextWindowDockID()
17362
void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
17363
0
{
17364
    // Test condition (NB: bit 0 is always true) and clear flags for next time
17365
0
    if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
17366
0
        return;
17367
0
    window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
17368
17369
0
    if (window->DockId == dock_id)
17370
0
        return;
17371
17372
    // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
17373
0
    ImGuiContext* ctx = GImGui;
17374
0
    if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id))
17375
0
        if (new_node->IsSplitNode())
17376
0
        {
17377
            // Policy: Find central node or latest focused node. We first move back to our root node.
17378
0
            new_node = DockNodeGetRootNode(new_node);
17379
0
            if (new_node->CentralNode)
17380
0
            {
17381
0
                IM_ASSERT(new_node->CentralNode->IsCentralNode());
17382
0
                dock_id = new_node->CentralNode->ID;
17383
0
            }
17384
0
            else
17385
0
            {
17386
0
                dock_id = new_node->LastFocusedNodeId;
17387
0
            }
17388
0
        }
17389
17390
0
    if (window->DockId == dock_id)
17391
0
        return;
17392
17393
0
    if (window->DockNode)
17394
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
17395
0
    window->DockId = dock_id;
17396
0
}
17397
17398
// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
17399
// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
17400
// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
17401
// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location).
17402
ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
17403
0
{
17404
0
    ImGuiContext* ctx = GImGui;
17405
0
    ImGuiContext& g = *ctx;
17406
0
    ImGuiWindow* window = GetCurrentWindowRead();
17407
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
17408
0
        return 0;
17409
17410
    // Early out if parent window is hidden/collapsed
17411
    // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
17412
    // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
17413
0
    if (window->SkipItems)
17414
0
        flags |= ImGuiDockNodeFlags_KeepAliveOnly;
17415
0
    if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0)
17416
0
        window = GetCurrentWindow(); // call to set window->WriteAccessed = true;
17417
17418
0
    IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
17419
0
    IM_ASSERT(id != 0);
17420
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, id);
17421
0
    if (!node)
17422
0
    {
17423
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id);
17424
0
        node = DockContextAddNode(ctx, id);
17425
0
        node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
17426
0
    }
17427
0
    if (window_class && window_class->ClassId != node->WindowClass.ClassId)
17428
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId);
17429
0
    node->SharedFlags = flags;
17430
0
    node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
17431
17432
    // When a DockSpace transitioned form implicit to explicit this may be called a second time
17433
    // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
17434
0
    if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
17435
0
    {
17436
0
        IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
17437
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
17438
0
        return id;
17439
0
    }
17440
0
    node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
17441
17442
    // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
17443
0
    if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
17444
0
    {
17445
0
        node->LastFrameAlive = g.FrameCount;
17446
0
        return id;
17447
0
    }
17448
17449
0
    const ImVec2 content_avail = GetContentRegionAvail();
17450
0
    ImVec2 size = ImFloor(size_arg);
17451
0
    if (size.x <= 0.0f)
17452
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
17453
0
    if (size.y <= 0.0f)
17454
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
17455
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
17456
17457
0
    node->Pos = window->DC.CursorPos;
17458
0
    node->Size = node->SizeRef = size;
17459
0
    SetNextWindowPos(node->Pos);
17460
0
    SetNextWindowSize(node->Size);
17461
0
    g.NextWindowData.PosUndock = false;
17462
17463
    // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
17464
    // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
17465
0
    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
17466
0
    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
17467
0
    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
17468
0
    window_flags |= ImGuiWindowFlags_NoBackground;
17469
17470
0
    char title[256];
17471
0
    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
17472
17473
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
17474
0
    Begin(title, NULL, window_flags);
17475
0
    PopStyleVar();
17476
17477
0
    ImGuiWindow* host_window = g.CurrentWindow;
17478
0
    DockNodeSetupHostWindow(node, host_window);
17479
0
    host_window->ChildId = window->GetID(title);
17480
0
    node->OnlyNodeWithWindows = NULL;
17481
17482
0
    IM_ASSERT(node->IsRootNode());
17483
17484
    // We need to handle the rare case were a central node is missing.
17485
    // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
17486
    // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
17487
    // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
17488
    // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
17489
    // as it doesn't make sense for an empty dockspace to not have this property.
17490
0
    if (node->IsLeafNode() && !node->IsCentralNode())
17491
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17492
17493
    // Update the node
17494
0
    DockNodeUpdate(node);
17495
17496
0
    End();
17497
17498
0
    ImRect bb(node->Pos, node->Pos + size);
17499
0
    ItemSize(size);
17500
0
    ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?)
17501
0
    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild()
17502
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
17503
17504
0
    return id;
17505
0
}
17506
17507
// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
17508
// The limitation with this call is that your window won't have a menu bar.
17509
// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
17510
// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
17511
ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
17512
0
{
17513
0
    if (viewport == NULL)
17514
0
        viewport = GetMainViewport();
17515
17516
0
    SetNextWindowPos(viewport->WorkPos);
17517
0
    SetNextWindowSize(viewport->WorkSize);
17518
0
    SetNextWindowViewport(viewport->ID);
17519
17520
0
    ImGuiWindowFlags host_window_flags = 0;
17521
0
    host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
17522
0
    host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
17523
0
    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
17524
0
        host_window_flags |= ImGuiWindowFlags_NoBackground;
17525
17526
0
    char label[32];
17527
0
    ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID);
17528
17529
0
    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
17530
0
    PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
17531
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
17532
0
    Begin(label, NULL, host_window_flags);
17533
0
    PopStyleVar(3);
17534
17535
0
    ImGuiID dockspace_id = GetID("DockSpace");
17536
0
    DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
17537
0
    End();
17538
17539
0
    return dockspace_id;
17540
0
}
17541
17542
//-----------------------------------------------------------------------------
17543
// Docking: Builder Functions
17544
//-----------------------------------------------------------------------------
17545
// Very early end-user API to manipulate dock nodes.
17546
// Only available in imgui_internal.h. Expect this API to change/break!
17547
// It is expected that those functions are all called _before_ the dockspace node submission.
17548
//-----------------------------------------------------------------------------
17549
// - DockBuilderDockWindow()
17550
// - DockBuilderGetNode()
17551
// - DockBuilderSetNodePos()
17552
// - DockBuilderSetNodeSize()
17553
// - DockBuilderAddNode()
17554
// - DockBuilderRemoveNode()
17555
// - DockBuilderRemoveNodeChildNodes()
17556
// - DockBuilderRemoveNodeDockedWindows()
17557
// - DockBuilderSplitNode()
17558
// - DockBuilderCopyNodeRec()
17559
// - DockBuilderCopyNode()
17560
// - DockBuilderCopyWindowSettings()
17561
// - DockBuilderCopyDockSpace()
17562
// - DockBuilderFinish()
17563
//-----------------------------------------------------------------------------
17564
17565
void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
17566
0
{
17567
    // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
17568
0
    ImGuiID window_id = ImHashStr(window_name);
17569
0
    if (ImGuiWindow* window = FindWindowByID(window_id))
17570
0
    {
17571
        // Apply to created window
17572
0
        SetWindowDock(window, node_id, ImGuiCond_Always);
17573
0
        window->DockOrder = -1;
17574
0
    }
17575
0
    else
17576
0
    {
17577
        // Apply to settings
17578
0
        ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id);
17579
0
        if (settings == NULL)
17580
0
            settings = CreateNewWindowSettings(window_name);
17581
0
        settings->DockId = node_id;
17582
0
        settings->DockOrder = -1;
17583
0
    }
17584
0
}
17585
17586
ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
17587
0
{
17588
0
    ImGuiContext* ctx = GImGui;
17589
0
    return DockContextFindNodeByID(ctx, node_id);
17590
0
}
17591
17592
void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
17593
0
{
17594
0
    ImGuiContext* ctx = GImGui;
17595
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17596
0
    if (node == NULL)
17597
0
        return;
17598
0
    node->Pos = pos;
17599
0
    node->AuthorityForPos = ImGuiDataAuthority_DockNode;
17600
0
}
17601
17602
void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
17603
0
{
17604
0
    ImGuiContext* ctx = GImGui;
17605
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17606
0
    if (node == NULL)
17607
0
        return;
17608
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
17609
0
    node->Size = node->SizeRef = size;
17610
0
    node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17611
0
}
17612
17613
// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
17614
// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
17615
// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
17616
// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
17617
//   For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
17618
// - Use (id == 0) to let the system allocate a node identifier.
17619
// - Existing node with a same id will be removed.
17620
ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags)
17621
0
{
17622
0
    ImGuiContext* ctx = GImGui;
17623
17624
0
    if (id != 0)
17625
0
        DockBuilderRemoveNode(id);
17626
17627
0
    ImGuiDockNode* node = NULL;
17628
0
    if (flags & ImGuiDockNodeFlags_DockSpace)
17629
0
    {
17630
0
        DockSpace(id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
17631
0
        node = DockContextFindNodeByID(ctx, id);
17632
0
    }
17633
0
    else
17634
0
    {
17635
0
        node = DockContextAddNode(ctx, id);
17636
0
        node->SetLocalFlags(flags);
17637
0
    }
17638
0
    node->LastFrameAlive = ctx->FrameCount;   // Set this otherwise BeginDocked will undock during the same frame.
17639
0
    return node->ID;
17640
0
}
17641
17642
void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
17643
0
{
17644
0
    ImGuiContext* ctx = GImGui;
17645
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17646
0
    if (node == NULL)
17647
0
        return;
17648
0
    DockBuilderRemoveNodeDockedWindows(node_id, true);
17649
0
    DockBuilderRemoveNodeChildNodes(node_id);
17650
    // Node may have moved or deleted if e.g. any merge happened
17651
0
    node = DockContextFindNodeByID(ctx, node_id);
17652
0
    if (node == NULL)
17653
0
        return;
17654
0
    if (node->IsCentralNode() && node->ParentNode)
17655
0
        node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17656
0
    DockContextRemoveNode(ctx, node, true);
17657
0
}
17658
17659
// root_id = 0 to remove all, root_id != 0 to remove child of given node.
17660
void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
17661
0
{
17662
0
    ImGuiContext* ctx = GImGui;
17663
0
    ImGuiDockContext* dc  = &ctx->DockContext;
17664
17665
0
    ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL;
17666
0
    if (root_id && root_node == NULL)
17667
0
        return;
17668
0
    bool has_central_node = false;
17669
17670
0
    ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
17671
0
    ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
17672
17673
    // Process active windows
17674
0
    ImVector<ImGuiDockNode*> nodes_to_remove;
17675
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
17676
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
17677
0
        {
17678
0
            bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
17679
0
            if (want_removal)
17680
0
            {
17681
0
                if (node->IsCentralNode())
17682
0
                    has_central_node = true;
17683
0
                if (root_id != 0)
17684
0
                    DockContextQueueNotifyRemovedNode(ctx, node);
17685
0
                if (root_node)
17686
0
                {
17687
0
                    DockNodeMoveWindows(root_node, node);
17688
0
                    DockSettingsRenameNodeReferences(node->ID, root_node->ID);
17689
0
                }
17690
0
                nodes_to_remove.push_back(node);
17691
0
            }
17692
0
        }
17693
17694
    // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
17695
    // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
17696
0
    if (root_node)
17697
0
    {
17698
0
        root_node->AuthorityForPos = backup_root_node_authority_for_pos;
17699
0
        root_node->AuthorityForSize = backup_root_node_authority_for_size;
17700
0
    }
17701
17702
    // Apply to settings
17703
0
    for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings))
17704
0
        if (ImGuiID window_settings_dock_id = settings->DockId)
17705
0
            for (int n = 0; n < nodes_to_remove.Size; n++)
17706
0
                if (nodes_to_remove[n]->ID == window_settings_dock_id)
17707
0
                {
17708
0
                    settings->DockId = root_id;
17709
0
                    break;
17710
0
                }
17711
17712
    // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
17713
0
    if (nodes_to_remove.Size > 1)
17714
0
        ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
17715
0
    for (int n = 0; n < nodes_to_remove.Size; n++)
17716
0
        DockContextRemoveNode(ctx, nodes_to_remove[n], false);
17717
17718
0
    if (root_id == 0)
17719
0
    {
17720
0
        dc->Nodes.Clear();
17721
0
        dc->Requests.clear();
17722
0
    }
17723
0
    else if (has_central_node)
17724
0
    {
17725
0
        root_node->CentralNode = root_node;
17726
0
        root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17727
0
    }
17728
0
}
17729
17730
void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
17731
0
{
17732
    // Clear references in settings
17733
0
    ImGuiContext* ctx = GImGui;
17734
0
    ImGuiContext& g = *ctx;
17735
0
    if (clear_settings_refs)
17736
0
    {
17737
0
        for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
17738
0
        {
17739
0
            bool want_removal = (root_id == 0) || (settings->DockId == root_id);
17740
0
            if (!want_removal && settings->DockId != 0)
17741
0
                if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId))
17742
0
                    if (DockNodeGetRootNode(node)->ID == root_id)
17743
0
                        want_removal = true;
17744
0
            if (want_removal)
17745
0
                settings->DockId = 0;
17746
0
        }
17747
0
    }
17748
17749
    // Clear references in windows
17750
0
    for (int n = 0; n < g.Windows.Size; n++)
17751
0
    {
17752
0
        ImGuiWindow* window = g.Windows[n];
17753
0
        bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
17754
0
        if (want_removal)
17755
0
        {
17756
0
            const ImGuiID backup_dock_id = window->DockId;
17757
0
            IM_UNUSED(backup_dock_id);
17758
0
            DockContextProcessUndockWindow(ctx, window, clear_settings_refs);
17759
0
            if (!clear_settings_refs)
17760
0
                IM_ASSERT(window->DockId == backup_dock_id);
17761
0
        }
17762
0
    }
17763
0
}
17764
17765
// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
17766
// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
17767
// FIXME-DOCK: We are not exposing nor using split_outer.
17768
ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
17769
0
{
17770
0
    ImGuiContext& g = *GImGui;
17771
0
    IM_ASSERT(split_dir != ImGuiDir_None);
17772
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir);
17773
17774
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
17775
0
    if (node == NULL)
17776
0
    {
17777
0
        IM_ASSERT(node != NULL);
17778
0
        return 0;
17779
0
    }
17780
17781
0
    IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
17782
17783
0
    ImGuiDockRequest req;
17784
0
    req.Type = ImGuiDockRequestType_Split;
17785
0
    req.DockTargetWindow = NULL;
17786
0
    req.DockTargetNode = node;
17787
0
    req.DockPayload = NULL;
17788
0
    req.DockSplitDir = split_dir;
17789
0
    req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
17790
0
    req.DockSplitOuter = false;
17791
0
    DockContextProcessDock(&g, &req);
17792
17793
0
    ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
17794
0
    ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
17795
0
    if (out_id_at_dir)
17796
0
        *out_id_at_dir = id_at_dir;
17797
0
    if (out_id_at_opposite_dir)
17798
0
        *out_id_at_opposite_dir = id_at_opposite_dir;
17799
0
    return id_at_dir;
17800
0
}
17801
17802
static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
17803
0
{
17804
0
    ImGuiContext& g = *GImGui;
17805
0
    ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known);
17806
0
    dst_node->SharedFlags = src_node->SharedFlags;
17807
0
    dst_node->LocalFlags = src_node->LocalFlags;
17808
0
    dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
17809
0
    dst_node->Pos = src_node->Pos;
17810
0
    dst_node->Size = src_node->Size;
17811
0
    dst_node->SizeRef = src_node->SizeRef;
17812
0
    dst_node->SplitAxis = src_node->SplitAxis;
17813
0
    dst_node->UpdateMergedFlags();
17814
17815
0
    out_node_remap_pairs->push_back(src_node->ID);
17816
0
    out_node_remap_pairs->push_back(dst_node->ID);
17817
17818
0
    for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
17819
0
        if (src_node->ChildNodes[child_n])
17820
0
        {
17821
0
            dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
17822
0
            dst_node->ChildNodes[child_n]->ParentNode = dst_node;
17823
0
        }
17824
17825
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
17826
0
    return dst_node;
17827
0
}
17828
17829
void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
17830
0
{
17831
0
    ImGuiContext* ctx = GImGui;
17832
0
    IM_ASSERT(src_node_id != 0);
17833
0
    IM_ASSERT(dst_node_id != 0);
17834
0
    IM_ASSERT(out_node_remap_pairs != NULL);
17835
17836
0
    DockBuilderRemoveNode(dst_node_id);
17837
17838
0
    ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id);
17839
0
    IM_ASSERT(src_node != NULL);
17840
17841
0
    out_node_remap_pairs->clear();
17842
0
    DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
17843
17844
0
    IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
17845
0
}
17846
17847
void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
17848
0
{
17849
0
    ImGuiWindow* src_window = FindWindowByName(src_name);
17850
0
    if (src_window == NULL)
17851
0
        return;
17852
0
    if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
17853
0
    {
17854
0
        dst_window->Pos = src_window->Pos;
17855
0
        dst_window->Size = src_window->Size;
17856
0
        dst_window->SizeFull = src_window->SizeFull;
17857
0
        dst_window->Collapsed = src_window->Collapsed;
17858
0
    }
17859
0
    else
17860
0
    {
17861
0
        ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name));
17862
0
        if (!dst_settings)
17863
0
            dst_settings = CreateNewWindowSettings(dst_name);
17864
0
        ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
17865
0
        if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
17866
0
        {
17867
0
            dst_settings->ViewportPos = window_pos_2ih;
17868
0
            dst_settings->ViewportId = src_window->ViewportId;
17869
0
            dst_settings->Pos = ImVec2ih(0, 0);
17870
0
        }
17871
0
        else
17872
0
        {
17873
0
            dst_settings->Pos = window_pos_2ih;
17874
0
        }
17875
0
        dst_settings->Size = ImVec2ih(src_window->SizeFull);
17876
0
        dst_settings->Collapsed = src_window->Collapsed;
17877
0
    }
17878
0
}
17879
17880
// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
17881
void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
17882
0
{
17883
0
    ImGuiContext& g = *GImGui;
17884
0
    IM_ASSERT(src_dockspace_id != 0);
17885
0
    IM_ASSERT(dst_dockspace_id != 0);
17886
0
    IM_ASSERT(in_window_remap_pairs != NULL);
17887
0
    IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
17888
17889
    // Duplicate entire dock
17890
    // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
17891
    // whereas we could attempt to at least keep them together in a new, same floating node.
17892
0
    ImVector<ImGuiID> node_remap_pairs;
17893
0
    DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
17894
17895
    // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
17896
    // (The windows associated to src_dockspace_id are staying in place)
17897
0
    ImVector<ImGuiID> src_windows;
17898
0
    for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
17899
0
    {
17900
0
        const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
17901
0
        const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
17902
0
        ImGuiID src_window_id = ImHashStr(src_window_name);
17903
0
        src_windows.push_back(src_window_id);
17904
17905
        // Search in the remapping tables
17906
0
        ImGuiID src_dock_id = 0;
17907
0
        if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
17908
0
            src_dock_id = src_window->DockId;
17909
0
        else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id))
17910
0
            src_dock_id = src_window_settings->DockId;
17911
0
        ImGuiID dst_dock_id = 0;
17912
0
        for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
17913
0
            if (node_remap_pairs[dock_remap_n] == src_dock_id)
17914
0
            {
17915
0
                dst_dock_id = node_remap_pairs[dock_remap_n + 1];
17916
                //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
17917
0
                break;
17918
0
            }
17919
17920
0
        if (dst_dock_id != 0)
17921
0
        {
17922
            // Docked windows gets redocked into the new node hierarchy.
17923
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
17924
0
            DockBuilderDockWindow(dst_window_name, dst_dock_id);
17925
0
        }
17926
0
        else
17927
0
        {
17928
            // Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
17929
            // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
17930
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
17931
0
            DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
17932
0
        }
17933
0
    }
17934
17935
    // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list.
17936
    // Find those windows and move to them to the cloned dock node. This may be optional?
17937
    // Dock those are a second step as undocking would invalidate source dock nodes.
17938
0
    struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } };
17939
0
    ImVector<DockRemainingWindowTask> dock_remaining_windows;
17940
0
    for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
17941
0
        if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
17942
0
        {
17943
0
            ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
17944
0
            ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
17945
0
            for (int window_n = 0; window_n < node->Windows.Size; window_n++)
17946
0
            {
17947
0
                ImGuiWindow* window = node->Windows[window_n];
17948
0
                if (src_windows.contains(window->ID))
17949
0
                    continue;
17950
17951
                // Docked windows gets redocked into the new node hierarchy.
17952
0
                IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
17953
0
                dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id));
17954
0
            }
17955
0
        }
17956
0
    for (const DockRemainingWindowTask& task : dock_remaining_windows)
17957
0
        DockBuilderDockWindow(task.Window->Name, task.DockId);
17958
0
}
17959
17960
// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
17961
void ImGui::DockBuilderFinish(ImGuiID root_id)
17962
0
{
17963
0
    ImGuiContext* ctx = GImGui;
17964
    //DockContextRebuild(ctx);
17965
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
17966
0
}
17967
17968
//-----------------------------------------------------------------------------
17969
// Docking: Begin/End Support Functions (called from Begin/End)
17970
//-----------------------------------------------------------------------------
17971
// - GetWindowAlwaysWantOwnTabBar()
17972
// - DockContextBindNodeToWindow()
17973
// - BeginDocked()
17974
// - BeginDockableDragDropSource()
17975
// - BeginDockableDragDropTarget()
17976
//-----------------------------------------------------------------------------
17977
17978
bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
17979
0
{
17980
0
    ImGuiContext& g = *GImGui;
17981
0
    if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
17982
0
        if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
17983
0
            if (!window->IsFallbackWindow)    // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
17984
0
                return true;
17985
0
    return false;
17986
0
}
17987
17988
static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
17989
0
{
17990
0
    ImGuiContext& g = *ctx;
17991
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
17992
0
    IM_ASSERT(window->DockNode == NULL);
17993
17994
    // We should not be docking into a split node (SetWindowDock should avoid this)
17995
0
    if (node && node->IsSplitNode())
17996
0
    {
17997
0
        DockContextProcessUndockWindow(ctx, window);
17998
0
        return NULL;
17999
0
    }
18000
18001
    // Create node
18002
0
    if (node == NULL)
18003
0
    {
18004
0
        node = DockContextAddNode(ctx, window->DockId);
18005
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
18006
0
        node->LastFrameAlive = g.FrameCount;
18007
0
    }
18008
18009
    // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
18010
    // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
18011
    // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
18012
    // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
18013
0
    if (!node->IsVisible)
18014
0
    {
18015
0
        ImGuiDockNode* ancestor_node = node;
18016
0
        while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
18017
0
            ancestor_node = ancestor_node->ParentNode;
18018
0
        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
18019
0
        DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
18020
0
        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
18021
0
    }
18022
18023
    // Add window to node
18024
0
    bool node_was_visible = node->IsVisible;
18025
0
    DockNodeAddWindow(node, window, true);
18026
0
    node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
18027
0
    IM_ASSERT(node == window->DockNode);
18028
0
    return node;
18029
0
}
18030
18031
void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
18032
0
{
18033
0
    ImGuiContext* ctx = GImGui;
18034
0
    ImGuiContext& g = *ctx;
18035
18036
    // Clear fields ahead so most early-out paths don't have to do it
18037
0
    window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
18038
18039
0
    const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
18040
0
    if (auto_dock_node)
18041
0
    {
18042
0
        if (window->DockId == 0)
18043
0
        {
18044
0
            IM_ASSERT(window->DockNode == NULL);
18045
0
            window->DockId = DockContextGenNodeID(ctx);
18046
0
        }
18047
0
    }
18048
0
    else
18049
0
    {
18050
        // Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
18051
0
        bool want_undock = false;
18052
0
        want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
18053
0
        want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
18054
0
        if (want_undock)
18055
0
        {
18056
0
            DockContextProcessUndockWindow(ctx, window);
18057
0
            return;
18058
0
        }
18059
0
    }
18060
18061
    // Bind to our dock node
18062
0
    ImGuiDockNode* node = window->DockNode;
18063
0
    if (node != NULL)
18064
0
        IM_ASSERT(window->DockId == node->ID);
18065
0
    if (window->DockId != 0 && node == NULL)
18066
0
    {
18067
0
        node = DockContextBindNodeToWindow(ctx, window);
18068
0
        if (node == NULL)
18069
0
            return;
18070
0
    }
18071
18072
#if 0
18073
    // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
18074
    if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
18075
    {
18076
        DockContextProcessUndockWindow(ctx, window);
18077
        return;
18078
    }
18079
#endif
18080
18081
    // Undock if our dockspace node disappeared
18082
    // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
18083
0
    if (node->LastFrameAlive < g.FrameCount)
18084
0
    {
18085
        // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
18086
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
18087
0
        if (root_node->LastFrameAlive < g.FrameCount)
18088
0
            DockContextProcessUndockWindow(ctx, window);
18089
0
        else
18090
0
            window->DockIsActive = true;
18091
0
        return;
18092
0
    }
18093
18094
    // Store style overrides
18095
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18096
0
        window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18097
18098
    // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
18099
    // and never create neither a host window neither a tab bar.
18100
    // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
18101
0
    if (node->HostWindow == NULL)
18102
0
    {
18103
0
        if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
18104
0
            window->DockIsActive = true;
18105
0
        if (node->Windows.Size > 1)
18106
0
            DockNodeHideWindowDuringHostWindowCreation(window);
18107
0
        return;
18108
0
    }
18109
18110
    // We can have zero-sized nodes (e.g. children of a small-size dockspace)
18111
0
    IM_ASSERT(node->HostWindow);
18112
0
    IM_ASSERT(node->IsLeafNode());
18113
0
    IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
18114
0
    node->State = ImGuiDockNodeState_HostWindowVisible;
18115
18116
    // Undock if we are submitted earlier than the host window
18117
0
    if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
18118
0
    {
18119
0
        DockContextProcessUndockWindow(ctx, window);
18120
0
        return;
18121
0
    }
18122
18123
    // Position/Size window
18124
0
    SetNextWindowPos(node->Pos);
18125
0
    SetNextWindowSize(node->Size);
18126
0
    g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
18127
0
    window->DockIsActive = true;
18128
0
    window->DockNodeIsVisible = true;
18129
0
    window->DockTabIsVisible = false;
18130
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
18131
0
        return;
18132
18133
    // When the window is selected we mark it as visible.
18134
0
    if (node->VisibleWindow == window)
18135
0
        window->DockTabIsVisible = true;
18136
18137
    // Update window flag
18138
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
18139
0
    window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize;
18140
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
18141
0
        window->Flags |= ImGuiWindowFlags_NoTitleBar;
18142
0
    else
18143
0
        window->Flags &= ~ImGuiWindowFlags_NoTitleBar;      // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
18144
18145
    // Save new dock order only if the window has been visible once already
18146
    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
18147
0
    if (node->TabBar && window->WasActive)
18148
0
        window->DockOrder = (short)DockNodeGetTabOrder(window);
18149
18150
0
    if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
18151
0
        *p_open = false;
18152
18153
    // Update ChildId to allow returning from Child to Parent with Escape
18154
0
    ImGuiWindow* parent_window = window->DockNode->HostWindow;
18155
0
    window->ChildId = parent_window->GetID(window->Name);
18156
0
}
18157
18158
void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
18159
0
{
18160
0
    ImGuiContext& g = *GImGui;
18161
0
    IM_ASSERT(g.ActiveId == window->MoveId);
18162
0
    IM_ASSERT(g.MovingWindow == window);
18163
0
    IM_ASSERT(g.CurrentWindow == window);
18164
18165
0
    g.LastItemData.ID = window->MoveId;
18166
0
    window = window->RootWindowDockTree;
18167
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18168
0
    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
18169
0
    if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
18170
0
    {
18171
0
        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
18172
0
        EndDragDropSource();
18173
18174
        // Store style overrides
18175
0
        for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18176
0
            window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18177
0
    }
18178
0
}
18179
18180
void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
18181
0
{
18182
0
    ImGuiContext* ctx = GImGui;
18183
0
    ImGuiContext& g = *ctx;
18184
18185
    //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
18186
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18187
0
    if (!g.DragDropActive)
18188
0
        return;
18189
    //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
18190
0
    if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
18191
0
        return;
18192
18193
    // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
18194
    // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
18195
0
    const ImGuiPayload* payload = &g.DragDropPayload;
18196
0
    if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
18197
0
    {
18198
0
        EndDragDropTarget();
18199
0
        return;
18200
0
    }
18201
18202
0
    ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
18203
0
    if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
18204
0
    {
18205
        // Select target node
18206
        // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
18207
0
        bool dock_into_floating_window = false;
18208
0
        ImGuiDockNode* node = NULL;
18209
0
        if (window->DockNodeAsHost)
18210
0
        {
18211
            // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
18212
0
            node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
18213
18214
            // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
18215
            // In this case we need to fallback into any leaf mode, possibly the central node.
18216
            // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
18217
0
            if (node && node->IsDockSpace() && node->IsRootNode())
18218
0
                node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
18219
0
        }
18220
0
        else
18221
0
        {
18222
0
            if (window->DockNode)
18223
0
                node = window->DockNode;
18224
0
            else
18225
0
                dock_into_floating_window = true; // Dock into a regular window
18226
0
        }
18227
18228
0
        const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
18229
0
        const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
18230
18231
        // Preview docking request and find out split direction/ratio
18232
        //const bool do_preview = true;     // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
18233
0
        const bool do_preview = payload->IsPreview() || payload->IsDelivery();
18234
0
        if (do_preview && (node != NULL || dock_into_floating_window))
18235
0
        {
18236
            // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
18237
0
            ImGuiDockPreviewData split_inner;
18238
0
            ImGuiDockPreviewData split_outer;
18239
0
            ImGuiDockPreviewData* split_data = &split_inner;
18240
0
            if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
18241
0
                if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
18242
0
                {
18243
0
                    DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
18244
0
                    if (split_outer.IsSplitDirExplicit)
18245
0
                        split_data = &split_outer;
18246
0
                }
18247
0
            if (!node || node->IsLeafNode())
18248
0
                DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
18249
0
            if (split_data == &split_outer)
18250
0
                split_inner.IsDropAllowed = false;
18251
18252
            // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
18253
0
            DockNodePreviewDockRender(window, node, payload_window, &split_inner);
18254
0
            DockNodePreviewDockRender(window, node, payload_window, &split_outer);
18255
18256
            // Queue docking request
18257
0
            if (split_data->IsDropAllowed && payload->IsDelivery())
18258
0
                DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
18259
0
        }
18260
0
    }
18261
0
    EndDragDropTarget();
18262
0
}
18263
18264
//-----------------------------------------------------------------------------
18265
// Docking: Settings
18266
//-----------------------------------------------------------------------------
18267
// - DockSettingsRenameNodeReferences()
18268
// - DockSettingsRemoveNodeReferences()
18269
// - DockSettingsFindNodeSettings()
18270
// - DockSettingsHandler_ApplyAll()
18271
// - DockSettingsHandler_ReadOpen()
18272
// - DockSettingsHandler_ReadLine()
18273
// - DockSettingsHandler_DockNodeToSettings()
18274
// - DockSettingsHandler_WriteAll()
18275
//-----------------------------------------------------------------------------
18276
18277
static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
18278
0
{
18279
0
    ImGuiContext& g = *GImGui;
18280
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
18281
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
18282
0
    {
18283
0
        ImGuiWindow* window = g.Windows[window_n];
18284
0
        if (window->DockId == old_node_id && window->DockNode == NULL)
18285
0
            window->DockId = new_node_id;
18286
0
    }
18287
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18288
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18289
0
        if (settings->DockId == old_node_id)
18290
0
            settings->DockId = new_node_id;
18291
0
}
18292
18293
// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
18294
static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
18295
0
{
18296
0
    ImGuiContext& g = *GImGui;
18297
0
    int found = 0;
18298
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18299
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18300
0
        for (int node_n = 0; node_n < node_ids_count; node_n++)
18301
0
            if (settings->DockId == node_ids[node_n])
18302
0
            {
18303
0
                settings->DockId = 0;
18304
0
                settings->DockOrder = -1;
18305
0
                if (++found < node_ids_count)
18306
0
                    break;
18307
0
                return;
18308
0
            }
18309
0
}
18310
18311
static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
18312
0
{
18313
    // FIXME-OPT
18314
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18315
0
    for (int n = 0; n < dc->NodesSettings.Size; n++)
18316
0
        if (dc->NodesSettings[n].ID == id)
18317
0
            return &dc->NodesSettings[n];
18318
0
    return NULL;
18319
0
}
18320
18321
// Clear settings data
18322
static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18323
0
{
18324
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18325
0
    dc->NodesSettings.clear();
18326
0
    DockContextClearNodes(ctx, 0, true);
18327
0
}
18328
18329
// Recreate nodes based on settings data
18330
static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18331
0
{
18332
    // Prune settings at boot time only
18333
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18334
0
    if (ctx->Windows.Size == 0)
18335
0
        DockContextPruneUnusedSettingsNodes(ctx);
18336
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
18337
0
    DockContextBuildAddWindowsToNodes(ctx, 0);
18338
0
}
18339
18340
static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
18341
0
{
18342
0
    if (strcmp(name, "Data") != 0)
18343
0
        return NULL;
18344
0
    return (void*)1;
18345
0
}
18346
18347
static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
18348
0
{
18349
0
    char c = 0;
18350
0
    int x = 0, y = 0;
18351
0
    int r = 0;
18352
18353
    // Parsing, e.g.
18354
    // " DockNode   ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
18355
    // "   DockNode ID=0x00000002 Parent=0x00000001 "
18356
    // Important: this code expect currently fields in a fixed order.
18357
0
    ImGuiDockNodeSettings node;
18358
0
    line = ImStrSkipBlank(line);
18359
0
    if      (strncmp(line, "DockNode", 8) == 0)  { line = ImStrSkipBlank(line + strlen("DockNode")); }
18360
0
    else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
18361
0
    else return;
18362
0
    if (sscanf(line, "ID=0x%08X%n",      &node.ID, &r) == 1)            { line += r; } else return;
18363
0
    if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1)  { line += r; if (node.ParentNodeId == 0) return; }
18364
0
    if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
18365
0
    if (node.ParentNodeId == 0)
18366
0
    {
18367
0
        if (sscanf(line, " Pos=%i,%i%n",  &x, &y, &r) == 2)         { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
18368
0
        if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2)         { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
18369
0
    }
18370
0
    else
18371
0
    {
18372
0
        if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2)      { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
18373
0
    }
18374
0
    if (sscanf(line, " Split=%c%n", &c, &r) == 1)                   { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
18375
0
    if (sscanf(line, " NoResize=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
18376
0
    if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1)             { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
18377
0
    if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
18378
0
    if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1)            { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
18379
0
    if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1)      { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
18380
0
    if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1)           { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
18381
0
    if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
18382
0
    if (node.ParentNodeId != 0)
18383
0
        if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
18384
0
            node.Depth = parent_settings->Depth + 1;
18385
0
    ctx->DockContext.NodesSettings.push_back(node);
18386
0
}
18387
18388
static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
18389
0
{
18390
0
    ImGuiDockNodeSettings node_settings;
18391
0
    IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
18392
0
    node_settings.ID = node->ID;
18393
0
    node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
18394
0
    node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
18395
0
    node_settings.SelectedTabId = node->SelectedTabId;
18396
0
    node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
18397
0
    node_settings.Depth = (char)depth;
18398
0
    node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
18399
0
    node_settings.Pos = ImVec2ih(node->Pos);
18400
0
    node_settings.Size = ImVec2ih(node->Size);
18401
0
    node_settings.SizeRef = ImVec2ih(node->SizeRef);
18402
0
    dc->NodesSettings.push_back(node_settings);
18403
0
    if (node->ChildNodes[0])
18404
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
18405
0
    if (node->ChildNodes[1])
18406
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
18407
0
}
18408
18409
static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
18410
0
{
18411
0
    ImGuiContext& g = *ctx;
18412
0
    ImGuiDockContext* dc = &ctx->DockContext;
18413
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
18414
0
        return;
18415
18416
    // Gather settings data
18417
    // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
18418
0
    dc->NodesSettings.resize(0);
18419
0
    dc->NodesSettings.reserve(dc->Nodes.Data.Size);
18420
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18421
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18422
0
            if (node->IsRootNode())
18423
0
                DockSettingsHandler_DockNodeToSettings(dc, node, 0);
18424
18425
0
    int max_depth = 0;
18426
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
18427
0
        max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
18428
18429
    // Write to text buffer
18430
0
    buf->appendf("[%s][Data]\n", handler->TypeName);
18431
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
18432
0
    {
18433
0
        const int line_start_pos = buf->size(); (void)line_start_pos;
18434
0
        const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
18435
0
        buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, "");  // Text align nodes to facilitate looking at .ini file
18436
0
        buf->appendf(" ID=0x%08X", node_settings->ID);
18437
0
        if (node_settings->ParentNodeId)
18438
0
        {
18439
0
            buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
18440
0
        }
18441
0
        else
18442
0
        {
18443
0
            if (node_settings->ParentWindowId)
18444
0
                buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
18445
0
            buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
18446
0
        }
18447
0
        if (node_settings->SplitAxis != ImGuiAxis_None)
18448
0
            buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
18449
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
18450
0
            buf->appendf(" NoResize=1");
18451
0
        if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
18452
0
            buf->appendf(" CentralNode=1");
18453
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
18454
0
            buf->appendf(" NoTabBar=1");
18455
0
        if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
18456
0
            buf->appendf(" HiddenTabBar=1");
18457
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
18458
0
            buf->appendf(" NoWindowMenuButton=1");
18459
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
18460
0
            buf->appendf(" NoCloseButton=1");
18461
0
        if (node_settings->SelectedTabId)
18462
0
            buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
18463
18464
#if IMGUI_DEBUG_INI_SETTINGS
18465
        // [DEBUG] Include comments in the .ini file to ease debugging
18466
        if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
18467
        {
18468
            buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), "");     // Align everything
18469
            if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
18470
                buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
18471
            // Iterate settings so we can give info about windows that didn't exist during the session.
18472
            int contains_window = 0;
18473
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18474
                if (settings->DockId == node_settings->ID)
18475
                {
18476
                    if (contains_window++ == 0)
18477
                        buf->appendf(" ; contains ");
18478
                    buf->appendf("'%s' ", settings->GetName());
18479
                }
18480
        }
18481
#endif
18482
0
        buf->appendf("\n");
18483
0
    }
18484
0
    buf->appendf("\n");
18485
0
}
18486
18487
18488
//-----------------------------------------------------------------------------
18489
// [SECTION] PLATFORM DEPENDENT HELPERS
18490
//-----------------------------------------------------------------------------
18491
18492
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
18493
18494
#ifdef _MSC_VER
18495
#pragma comment(lib, "user32")
18496
#pragma comment(lib, "kernel32")
18497
#endif
18498
18499
// Win32 clipboard implementation
18500
// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
18501
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18502
{
18503
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18504
    g.ClipboardHandlerData.clear();
18505
    if (!::OpenClipboard(NULL))
18506
        return NULL;
18507
    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
18508
    if (wbuf_handle == NULL)
18509
    {
18510
        ::CloseClipboard();
18511
        return NULL;
18512
    }
18513
    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
18514
    {
18515
        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
18516
        g.ClipboardHandlerData.resize(buf_len);
18517
        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
18518
    }
18519
    ::GlobalUnlock(wbuf_handle);
18520
    ::CloseClipboard();
18521
    return g.ClipboardHandlerData.Data;
18522
}
18523
18524
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
18525
{
18526
    if (!::OpenClipboard(NULL))
18527
        return;
18528
    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
18529
    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
18530
    if (wbuf_handle == NULL)
18531
    {
18532
        ::CloseClipboard();
18533
        return;
18534
    }
18535
    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
18536
    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
18537
    ::GlobalUnlock(wbuf_handle);
18538
    ::EmptyClipboard();
18539
    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
18540
        ::GlobalFree(wbuf_handle);
18541
    ::CloseClipboard();
18542
}
18543
18544
#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
18545
18546
#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file
18547
static PasteboardRef main_clipboard = 0;
18548
18549
// OSX clipboard implementation
18550
// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
18551
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
18552
{
18553
    if (!main_clipboard)
18554
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
18555
    PasteboardClear(main_clipboard);
18556
    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
18557
    if (cf_data)
18558
    {
18559
        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
18560
        CFRelease(cf_data);
18561
    }
18562
}
18563
18564
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18565
{
18566
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18567
    if (!main_clipboard)
18568
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
18569
    PasteboardSynchronize(main_clipboard);
18570
18571
    ItemCount item_count = 0;
18572
    PasteboardGetItemCount(main_clipboard, &item_count);
18573
    for (ItemCount i = 0; i < item_count; i++)
18574
    {
18575
        PasteboardItemID item_id = 0;
18576
        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
18577
        CFArrayRef flavor_type_array = 0;
18578
        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
18579
        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
18580
        {
18581
            CFDataRef cf_data;
18582
            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
18583
            {
18584
                g.ClipboardHandlerData.clear();
18585
                int length = (int)CFDataGetLength(cf_data);
18586
                g.ClipboardHandlerData.resize(length + 1);
18587
                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
18588
                g.ClipboardHandlerData[length] = 0;
18589
                CFRelease(cf_data);
18590
                return g.ClipboardHandlerData.Data;
18591
            }
18592
        }
18593
    }
18594
    return NULL;
18595
}
18596
18597
#else
18598
18599
// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
18600
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18601
0
{
18602
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18603
0
    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
18604
0
}
18605
18606
static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text)
18607
0
{
18608
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18609
0
    g.ClipboardHandlerData.clear();
18610
0
    const char* text_end = text + strlen(text);
18611
0
    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
18612
0
    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
18613
0
    g.ClipboardHandlerData[(int)(text_end - text)] = 0;
18614
0
}
18615
18616
#endif
18617
18618
// Win32 API IME support (for Asian languages, etc.)
18619
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
18620
18621
#include <imm.h>
18622
#ifdef _MSC_VER
18623
#pragma comment(lib, "imm32")
18624
#endif
18625
18626
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
18627
{
18628
    // Notify OS Input Method Editor of text input position
18629
    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
18630
    if (hwnd == 0)
18631
        return;
18632
18633
    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
18634
    if (HIMC himc = ::ImmGetContext(hwnd))
18635
    {
18636
        COMPOSITIONFORM composition_form = {};
18637
        composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
18638
        composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
18639
        composition_form.dwStyle = CFS_FORCE_POSITION;
18640
        ::ImmSetCompositionWindow(himc, &composition_form);
18641
        CANDIDATEFORM candidate_form = {};
18642
        candidate_form.dwStyle = CFS_CANDIDATEPOS;
18643
        candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
18644
        candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
18645
        ::ImmSetCandidateWindow(himc, &candidate_form);
18646
        ::ImmReleaseContext(hwnd, himc);
18647
    }
18648
}
18649
18650
#else
18651
18652
0
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
18653
18654
#endif
18655
18656
//-----------------------------------------------------------------------------
18657
// [SECTION] METRICS/DEBUGGER WINDOW
18658
//-----------------------------------------------------------------------------
18659
// - RenderViewportThumbnail() [Internal]
18660
// - RenderViewportsThumbnails() [Internal]
18661
// - DebugTextEncoding()
18662
// - MetricsHelpMarker() [Internal]
18663
// - ShowFontAtlas() [Internal]
18664
// - ShowMetricsWindow()
18665
// - DebugNodeColumns() [Internal]
18666
// - DebugNodeDockNode() [Internal]
18667
// - DebugNodeDrawList() [Internal]
18668
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
18669
// - DebugNodeFont() [Internal]
18670
// - DebugNodeFontGlyph() [Internal]
18671
// - DebugNodeStorage() [Internal]
18672
// - DebugNodeTabBar() [Internal]
18673
// - DebugNodeViewport() [Internal]
18674
// - DebugNodeWindow() [Internal]
18675
// - DebugNodeWindowSettings() [Internal]
18676
// - DebugNodeWindowsList() [Internal]
18677
// - DebugNodeWindowsListByBeginStackParent() [Internal]
18678
//-----------------------------------------------------------------------------
18679
18680
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
18681
18682
void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
18683
0
{
18684
0
    ImGuiContext& g = *GImGui;
18685
0
    ImGuiWindow* window = g.CurrentWindow;
18686
18687
0
    ImVec2 scale = bb.GetSize() / viewport->Size;
18688
0
    ImVec2 off = bb.Min - viewport->Pos * scale;
18689
0
    float alpha_mul = (viewport->Flags & ImGuiViewportFlags_Minimized) ? 0.30f : 1.00f;
18690
0
    window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
18691
0
    for (int i = 0; i != g.Windows.Size; i++)
18692
0
    {
18693
0
        ImGuiWindow* thumb_window = g.Windows[i];
18694
0
        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
18695
0
            continue;
18696
0
        if (thumb_window->Viewport != viewport)
18697
0
            continue;
18698
18699
0
        ImRect thumb_r = thumb_window->Rect();
18700
0
        ImRect title_r = thumb_window->TitleBarRect();
18701
0
        thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off +  thumb_r.Max * scale));
18702
0
        title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off +  ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
18703
0
        thumb_r.ClipWithFull(bb);
18704
0
        title_r.ClipWithFull(bb);
18705
0
        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
18706
0
        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
18707
0
        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
18708
0
        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
18709
0
        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
18710
0
    }
18711
0
    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
18712
0
}
18713
18714
static void RenderViewportsThumbnails()
18715
0
{
18716
0
    ImGuiContext& g = *GImGui;
18717
0
    ImGuiWindow* window = g.CurrentWindow;
18718
18719
    // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
18720
0
    float SCALE = 1.0f / 8.0f;
18721
0
    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
18722
0
    for (int n = 0; n < g.Viewports.Size; n++)
18723
0
        bb_full.Add(g.Viewports[n]->GetMainRect());
18724
0
    ImVec2 p = window->DC.CursorPos;
18725
0
    ImVec2 off = p - bb_full.Min * SCALE;
18726
0
    for (int n = 0; n < g.Viewports.Size; n++)
18727
0
    {
18728
0
        ImGuiViewportP* viewport = g.Viewports[n];
18729
0
        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
18730
0
        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
18731
0
    }
18732
0
    ImGui::Dummy(bb_full.GetSize() * SCALE);
18733
0
}
18734
18735
static int IMGUI_CDECL ViewportComparerByFrontMostStampCount(const void* lhs, const void* rhs)
18736
0
{
18737
0
    const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
18738
0
    const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
18739
0
    return b->LastFrontMostStampCount - a->LastFrontMostStampCount;
18740
0
}
18741
18742
// Draw an arbitrary US keyboard layout to visualize translated keys
18743
void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
18744
0
{
18745
0
    const ImVec2 key_size = ImVec2(35.0f, 35.0f);
18746
0
    const float  key_rounding = 3.0f;
18747
0
    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
18748
0
    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
18749
0
    const float  key_face_rounding = 2.0f;
18750
0
    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
18751
0
    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
18752
0
    const float  key_row_offset = 9.0f;
18753
18754
0
    ImVec2 board_min = GetCursorScreenPos();
18755
0
    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
18756
0
    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
18757
18758
0
    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
18759
0
    const KeyLayoutData keys_to_display[] =
18760
0
    {
18761
0
        { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
18762
0
        { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
18763
0
        { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
18764
0
    };
18765
18766
    // Elements rendered manually via ImDrawList API are not clipped automatically.
18767
    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
18768
0
    Dummy(board_max - board_min);
18769
0
    if (!IsItemVisible())
18770
0
        return;
18771
0
    draw_list->PushClipRect(board_min, board_max, true);
18772
0
    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
18773
0
    {
18774
0
        const KeyLayoutData* key_data = &keys_to_display[n];
18775
0
        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
18776
0
        ImVec2 key_max = key_min + key_size;
18777
0
        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
18778
0
        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
18779
0
        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
18780
0
        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
18781
0
        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
18782
0
        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
18783
0
        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
18784
0
        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
18785
0
        if (ImGui::IsKeyDown(key_data->Key))
18786
0
            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
18787
0
    }
18788
0
    draw_list->PopClipRect();
18789
0
}
18790
18791
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
18792
void ImGui::DebugTextEncoding(const char* str)
18793
0
{
18794
0
    Text("Text: \"%s\"", str);
18795
0
    if (!BeginTable("list", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit))
18796
0
        return;
18797
0
    TableSetupColumn("Offset");
18798
0
    TableSetupColumn("UTF-8");
18799
0
    TableSetupColumn("Glyph");
18800
0
    TableSetupColumn("Codepoint");
18801
0
    TableHeadersRow();
18802
0
    for (const char* p = str; *p != 0; )
18803
0
    {
18804
0
        unsigned int c;
18805
0
        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
18806
0
        TableNextColumn();
18807
0
        Text("%d", (int)(p - str));
18808
0
        TableNextColumn();
18809
0
        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
18810
0
        {
18811
0
            if (byte_index > 0)
18812
0
                SameLine();
18813
0
            Text("0x%02X", (int)(unsigned char)p[byte_index]);
18814
0
        }
18815
0
        TableNextColumn();
18816
0
        if (GetFont()->FindGlyphNoFallback((ImWchar)c))
18817
0
            TextUnformatted(p, p + c_utf8_len);
18818
0
        else
18819
0
            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
18820
0
        TableNextColumn();
18821
0
        Text("U+%04X", (int)c);
18822
0
        p += c_utf8_len;
18823
0
    }
18824
0
    EndTable();
18825
0
}
18826
18827
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
18828
static void MetricsHelpMarker(const char* desc)
18829
0
{
18830
0
    ImGui::TextDisabled("(?)");
18831
0
    if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort) && ImGui::BeginTooltip())
18832
0
    {
18833
0
        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
18834
0
        ImGui::TextUnformatted(desc);
18835
0
        ImGui::PopTextWrapPos();
18836
0
        ImGui::EndTooltip();
18837
0
    }
18838
0
}
18839
18840
// [DEBUG] List fonts in a font atlas and display its texture
18841
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
18842
0
{
18843
0
    for (int i = 0; i < atlas->Fonts.Size; i++)
18844
0
    {
18845
0
        ImFont* font = atlas->Fonts[i];
18846
0
        PushID(font);
18847
0
        DebugNodeFont(font);
18848
0
        PopID();
18849
0
    }
18850
0
    if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
18851
0
    {
18852
0
        ImGuiContext& g = *GImGui;
18853
0
        ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
18854
0
        Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
18855
0
        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
18856
0
        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
18857
0
        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
18858
0
        TreePop();
18859
0
    }
18860
0
}
18861
18862
void ImGui::ShowMetricsWindow(bool* p_open)
18863
0
{
18864
0
    ImGuiContext& g = *GImGui;
18865
0
    ImGuiIO& io = g.IO;
18866
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
18867
0
    if (cfg->ShowDebugLog)
18868
0
        ShowDebugLogWindow(&cfg->ShowDebugLog);
18869
0
    if (cfg->ShowStackTool)
18870
0
        ShowStackToolWindow(&cfg->ShowStackTool);
18871
18872
0
    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
18873
0
    {
18874
0
        End();
18875
0
        return;
18876
0
    }
18877
18878
    // Basic info
18879
0
    Text("Dear ImGui %s", GetVersion());
18880
0
    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
18881
0
    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
18882
0
    Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations);
18883
    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
18884
18885
0
    Separator();
18886
18887
    // Debugging enums
18888
0
    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
18889
0
    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
18890
0
    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
18891
0
    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
18892
0
    if (cfg->ShowWindowsRectsType < 0)
18893
0
        cfg->ShowWindowsRectsType = WRT_WorkRect;
18894
0
    if (cfg->ShowTablesRectsType < 0)
18895
0
        cfg->ShowTablesRectsType = TRT_WorkRect;
18896
18897
0
    struct Funcs
18898
0
    {
18899
0
        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
18900
0
        {
18901
0
            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
18902
0
            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }
18903
0
            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }
18904
0
            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }
18905
0
            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }
18906
0
            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }
18907
0
            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }
18908
0
            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
18909
0
            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
18910
0
            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
18911
0
            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } // Note: y1/y2 not always accurate
18912
0
            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); }
18913
0
            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
18914
0
            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
18915
0
            IM_ASSERT(0);
18916
0
            return ImRect();
18917
0
        }
18918
18919
0
        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
18920
0
        {
18921
0
            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }
18922
0
            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }
18923
0
            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }
18924
0
            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }
18925
0
            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }
18926
0
            else if (rect_type == WRT_Content)       { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
18927
0
            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
18928
0
            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }
18929
0
            IM_ASSERT(0);
18930
0
            return ImRect();
18931
0
        }
18932
0
    };
18933
18934
    // Tools
18935
0
    if (TreeNode("Tools"))
18936
0
    {
18937
0
        bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer");
18938
0
        SameLine();
18939
0
        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
18940
0
        if (show_encoding_viewer)
18941
0
        {
18942
0
            static char buf[100] = "";
18943
0
            SetNextItemWidth(-FLT_MIN);
18944
0
            InputText("##Text", buf, IM_ARRAYSIZE(buf));
18945
0
            if (buf[0] != 0)
18946
0
                DebugTextEncoding(buf);
18947
0
            TreePop();
18948
0
        }
18949
18950
        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
18951
0
        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
18952
0
            DebugStartItemPicker();
18953
0
        SameLine();
18954
0
        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
18955
18956
        // Stack Tool is your best friend!
18957
0
        Checkbox("Show Debug Log", &cfg->ShowDebugLog);
18958
0
        SameLine();
18959
0
        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
18960
18961
        // Stack Tool is your best friend!
18962
0
        Checkbox("Show Stack Tool", &cfg->ShowStackTool);
18963
0
        SameLine();
18964
0
        MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code.");
18965
18966
0
        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
18967
0
        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
18968
0
        SameLine();
18969
0
        SetNextItemWidth(GetFontSize() * 12);
18970
0
        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
18971
0
        if (cfg->ShowWindowsRects && g.NavWindow != NULL)
18972
0
        {
18973
0
            BulletText("'%s':", g.NavWindow->Name);
18974
0
            Indent();
18975
0
            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
18976
0
            {
18977
0
                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
18978
0
                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
18979
0
            }
18980
0
            Unindent();
18981
0
        }
18982
18983
0
        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
18984
0
        SameLine();
18985
0
        SetNextItemWidth(GetFontSize() * 12);
18986
0
        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
18987
0
        if (cfg->ShowTablesRects && g.NavWindow != NULL)
18988
0
        {
18989
0
            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
18990
0
            {
18991
0
                ImGuiTable* table = g.Tables.TryGetMapData(table_n);
18992
0
                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
18993
0
                    continue;
18994
18995
0
                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
18996
0
                if (IsItemHovered())
18997
0
                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
18998
0
                Indent();
18999
0
                char buf[128];
19000
0
                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
19001
0
                {
19002
0
                    if (rect_n >= TRT_ColumnsRect)
19003
0
                    {
19004
0
                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
19005
0
                            continue;
19006
0
                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19007
0
                        {
19008
0
                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
19009
0
                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
19010
0
                            Selectable(buf);
19011
0
                            if (IsItemHovered())
19012
0
                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19013
0
                        }
19014
0
                    }
19015
0
                    else
19016
0
                    {
19017
0
                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);
19018
0
                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
19019
0
                        Selectable(buf);
19020
0
                        if (IsItemHovered())
19021
0
                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19022
0
                    }
19023
0
                }
19024
0
                Unindent();
19025
0
            }
19026
0
        }
19027
19028
0
        Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
19029
0
        SameLine();
19030
0
        MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
19031
19032
0
        TreePop();
19033
0
    }
19034
19035
    // Windows
19036
0
    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
19037
0
    {
19038
        //SetNextItemOpen(true, ImGuiCond_Once);
19039
0
        DebugNodeWindowsList(&g.Windows, "By display order");
19040
0
        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
19041
0
        if (TreeNode("By submission order (begin stack)"))
19042
0
        {
19043
            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
19044
0
            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
19045
0
            temp_buffer.resize(0);
19046
0
            for (int i = 0; i < g.Windows.Size; i++)
19047
0
                if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount)
19048
0
                    temp_buffer.push_back(g.Windows[i]);
19049
0
            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
19050
0
            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
19051
0
            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
19052
0
            TreePop();
19053
0
        }
19054
19055
0
        TreePop();
19056
0
    }
19057
19058
    // DrawLists
19059
0
    int drawlist_count = 0;
19060
0
    for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
19061
0
        drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount();
19062
0
    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
19063
0
    {
19064
0
        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
19065
0
        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
19066
0
        for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
19067
0
        {
19068
0
            ImGuiViewportP* viewport = g.Viewports[viewport_i];
19069
0
            bool viewport_has_drawlist = false;
19070
0
            for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
19071
0
                for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
19072
0
                {
19073
0
                    if (!viewport_has_drawlist)
19074
0
                        Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
19075
0
                    viewport_has_drawlist = true;
19076
0
                    DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
19077
0
                }
19078
0
        }
19079
0
        TreePop();
19080
0
    }
19081
19082
    // Viewports
19083
0
    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
19084
0
    {
19085
0
        Indent(GetTreeNodeToLabelSpacing());
19086
0
        RenderViewportsThumbnails();
19087
0
        Unindent(GetTreeNodeToLabelSpacing());
19088
19089
0
        bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
19090
0
        SameLine();
19091
0
        MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
19092
0
        if (open)
19093
0
        {
19094
0
            for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
19095
0
            {
19096
0
                const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
19097
0
                BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
19098
0
                    i, mon.DpiScale * 100.0f,
19099
0
                    mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
19100
0
                    mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
19101
0
            }
19102
0
            TreePop();
19103
0
        }
19104
19105
0
        BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19106
0
        if (TreeNode("Inferred Z order (front-to-back)"))
19107
0
        {
19108
0
            static ImVector<ImGuiViewportP*> viewports;
19109
0
            viewports.resize(g.Viewports.Size);
19110
0
            memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
19111
0
            if (viewports.Size > 1)
19112
0
                ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByFrontMostStampCount);
19113
0
            for (int i = 0; i < viewports.Size; i++)
19114
0
                BulletText("Viewport #%d, ID: 0x%08X, FrontMostStampCount = %08d, Window: \"%s\"", viewports[i]->Idx, viewports[i]->ID, viewports[i]->LastFrontMostStampCount, viewports[i]->Window ? viewports[i]->Window->Name : "N/A");
19115
0
            TreePop();
19116
0
        }
19117
19118
0
        for (int i = 0; i < g.Viewports.Size; i++)
19119
0
            DebugNodeViewport(g.Viewports[i]);
19120
0
        TreePop();
19121
0
    }
19122
19123
    // Details for Popups
19124
0
    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
19125
0
    {
19126
0
        for (int i = 0; i < g.OpenPopupStack.Size; i++)
19127
0
        {
19128
            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.
19129
0
            const ImGuiPopupData* popup_data = &g.OpenPopupStack[i];
19130
0
            ImGuiWindow* window = popup_data->Window;
19131
0
            BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",
19132
0
                popup_data->PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
19133
0
                popup_data->BackupNavWindow ? popup_data->BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
19134
0
        }
19135
0
        TreePop();
19136
0
    }
19137
19138
    // Details for TabBars
19139
0
    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
19140
0
    {
19141
0
        for (int n = 0; n < g.TabBars.GetMapSize(); n++)
19142
0
            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
19143
0
            {
19144
0
                PushID(tab_bar);
19145
0
                DebugNodeTabBar(tab_bar, "TabBar");
19146
0
                PopID();
19147
0
            }
19148
0
        TreePop();
19149
0
    }
19150
19151
    // Details for Tables
19152
0
    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
19153
0
    {
19154
0
        for (int n = 0; n < g.Tables.GetMapSize(); n++)
19155
0
            if (ImGuiTable* table = g.Tables.TryGetMapData(n))
19156
0
                DebugNodeTable(table);
19157
0
        TreePop();
19158
0
    }
19159
19160
    // Details for Fonts
19161
0
    ImFontAtlas* atlas = g.IO.Fonts;
19162
0
    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
19163
0
    {
19164
0
        ShowFontAtlas(atlas);
19165
0
        TreePop();
19166
0
    }
19167
19168
    // Details for InputText
19169
0
    if (TreeNode("InputText"))
19170
0
    {
19171
0
        DebugNodeInputTextState(&g.InputTextState);
19172
0
        TreePop();
19173
0
    }
19174
19175
    // Details for Docking
19176
0
#ifdef IMGUI_HAS_DOCK
19177
0
    if (TreeNode("Docking"))
19178
0
    {
19179
0
        static bool root_nodes_only = true;
19180
0
        ImGuiDockContext* dc = &g.DockContext;
19181
0
        Checkbox("List root nodes", &root_nodes_only);
19182
0
        Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
19183
0
        if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
19184
0
        SameLine();
19185
0
        if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
19186
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
19187
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19188
0
                if (!root_nodes_only || node->IsRootNode())
19189
0
                    DebugNodeDockNode(node, "Node");
19190
0
        TreePop();
19191
0
    }
19192
0
#endif // #ifdef IMGUI_HAS_DOCK
19193
19194
    // Settings
19195
0
    if (TreeNode("Settings"))
19196
0
    {
19197
0
        if (SmallButton("Clear"))
19198
0
            ClearIniSettings();
19199
0
        SameLine();
19200
0
        if (SmallButton("Save to memory"))
19201
0
            SaveIniSettingsToMemory();
19202
0
        SameLine();
19203
0
        if (SmallButton("Save to disk"))
19204
0
            SaveIniSettingsToDisk(g.IO.IniFilename);
19205
0
        SameLine();
19206
0
        if (g.IO.IniFilename)
19207
0
            Text("\"%s\"", g.IO.IniFilename);
19208
0
        else
19209
0
            TextUnformatted("<NULL>");
19210
0
        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
19211
0
        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
19212
0
        {
19213
0
            for (int n = 0; n < g.SettingsHandlers.Size; n++)
19214
0
                BulletText("%s", g.SettingsHandlers[n].TypeName);
19215
0
            TreePop();
19216
0
        }
19217
0
        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
19218
0
        {
19219
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19220
0
                DebugNodeWindowSettings(settings);
19221
0
            TreePop();
19222
0
        }
19223
19224
0
        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
19225
0
        {
19226
0
            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
19227
0
                DebugNodeTableSettings(settings);
19228
0
            TreePop();
19229
0
        }
19230
19231
0
#ifdef IMGUI_HAS_DOCK
19232
0
        if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
19233
0
        {
19234
0
            ImGuiDockContext* dc = &g.DockContext;
19235
0
            Text("In SettingsWindows:");
19236
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19237
0
                if (settings->DockId != 0)
19238
0
                    BulletText("Window '%s' -> DockId %08X", settings->GetName(), settings->DockId);
19239
0
            Text("In SettingsNodes:");
19240
0
            for (int n = 0; n < dc->NodesSettings.Size; n++)
19241
0
            {
19242
0
                ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
19243
0
                const char* selected_tab_name = NULL;
19244
0
                if (settings->SelectedTabId)
19245
0
                {
19246
0
                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
19247
0
                        selected_tab_name = window->Name;
19248
0
                    else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId))
19249
0
                        selected_tab_name = window_settings->GetName();
19250
0
                }
19251
0
                BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
19252
0
            }
19253
0
            TreePop();
19254
0
        }
19255
0
#endif // #ifdef IMGUI_HAS_DOCK
19256
19257
0
        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
19258
0
        {
19259
0
            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
19260
0
            TreePop();
19261
0
        }
19262
0
        TreePop();
19263
0
    }
19264
19265
0
    if (TreeNode("Inputs"))
19266
0
    {
19267
0
        Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
19268
0
        {
19269
            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
19270
            // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
19271
0
            Indent();
19272
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
19273
0
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
19274
#else
19275
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
19276
            //Text("Legacy raw:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
19277
#endif
19278
0
            Text("Keys down:");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
19279
0
            Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19280
0
            Text("Keys released:");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19281
0
            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
19282
0
            Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
19283
0
            DebugRenderKeyboardPreview(GetWindowDrawList());
19284
0
            Unindent();
19285
0
        }
19286
19287
0
        Text("MOUSE STATE");
19288
0
        {
19289
0
            Indent();
19290
0
            if (IsMousePosValid())
19291
0
                Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
19292
0
            else
19293
0
                Text("Mouse pos: <INVALID>");
19294
0
            Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
19295
0
            int count = IM_ARRAYSIZE(io.MouseDown);
19296
0
            Text("Mouse down:");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
19297
0
            Text("Mouse clicked:");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
19298
0
            Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
19299
0
            Text("Mouse wheel: %.1f", io.MouseWheel);
19300
0
            Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
19301
0
            Unindent();
19302
0
        }
19303
19304
0
        Text("MOUSE WHEELING");
19305
0
        {
19306
0
            Indent();
19307
0
            Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
19308
0
            Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
19309
0
            Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
19310
0
            Unindent();
19311
0
        }
19312
19313
0
        Text("KEY OWNERS");
19314
0
        {
19315
0
            Indent();
19316
0
            if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19317
0
            {
19318
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19319
0
                {
19320
0
                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
19321
0
                    if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
19322
0
                        continue;
19323
0
                    Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
19324
0
                        owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
19325
0
                    DebugLocateItemOnHover(owner_data->OwnerCurr);
19326
0
                }
19327
0
                EndListBox();
19328
0
            }
19329
0
            Unindent();
19330
0
        }
19331
0
        Text("SHORTCUT ROUTING");
19332
0
        {
19333
0
            Indent();
19334
0
            if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19335
0
            {
19336
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19337
0
                {
19338
0
                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
19339
0
                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
19340
0
                    {
19341
0
                        char key_chord_name[64];
19342
0
                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
19343
0
                        GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));
19344
0
                        Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);
19345
0
                        DebugLocateItemOnHover(routing_data->RoutingCurr);
19346
0
                        idx = routing_data->NextEntryIndex;
19347
0
                    }
19348
0
                }
19349
0
                EndListBox();
19350
0
            }
19351
0
            Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
19352
0
            Unindent();
19353
0
        }
19354
0
        TreePop();
19355
0
    }
19356
19357
0
    if (TreeNode("Internal state"))
19358
0
    {
19359
0
        Text("WINDOWING");
19360
0
        Indent();
19361
0
        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
19362
0
        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
19363
0
        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
19364
0
        Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0);
19365
0
        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
19366
0
        Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19367
0
        Unindent();
19368
19369
0
        Text("ITEMS");
19370
0
        Indent();
19371
0
        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
19372
0
        DebugLocateItemOnHover(g.ActiveId);
19373
0
        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
19374
0
        Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
19375
0
        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
19376
0
        Text("HoverDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverDelayId, g.HoverDelayTimer, g.HoverDelayClearTimer);
19377
0
        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
19378
0
        DebugLocateItemOnHover(g.DragDropPayload.SourceId);
19379
0
        Unindent();
19380
19381
0
        Text("NAV,FOCUS");
19382
0
        Indent();
19383
0
        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
19384
0
        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
19385
0
        DebugLocateItemOnHover(g.NavId);
19386
0
        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
19387
0
        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
19388
0
        Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
19389
0
        Text("NavActivateFlags: %04X", g.NavActivateFlags);
19390
0
        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
19391
0
        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
19392
0
        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
19393
0
        Unindent();
19394
19395
0
        TreePop();
19396
0
    }
19397
19398
    // Overlay: Display windows Rectangles and Begin Order
19399
0
    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
19400
0
    {
19401
0
        for (int n = 0; n < g.Windows.Size; n++)
19402
0
        {
19403
0
            ImGuiWindow* window = g.Windows[n];
19404
0
            if (!window->WasActive)
19405
0
                continue;
19406
0
            ImDrawList* draw_list = GetForegroundDrawList(window);
19407
0
            if (cfg->ShowWindowsRects)
19408
0
            {
19409
0
                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
19410
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
19411
0
            }
19412
0
            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
19413
0
            {
19414
0
                char buf[32];
19415
0
                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
19416
0
                float font_size = GetFontSize();
19417
0
                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
19418
0
                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
19419
0
            }
19420
0
        }
19421
0
    }
19422
19423
    // Overlay: Display Tables Rectangles
19424
0
    if (cfg->ShowTablesRects)
19425
0
    {
19426
0
        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19427
0
        {
19428
0
            ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19429
0
            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
19430
0
                continue;
19431
0
            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
19432
0
            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
19433
0
            {
19434
0
                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19435
0
                {
19436
0
                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
19437
0
                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
19438
0
                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
19439
0
                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
19440
0
                }
19441
0
            }
19442
0
            else
19443
0
            {
19444
0
                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
19445
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
19446
0
            }
19447
0
        }
19448
0
    }
19449
19450
0
#ifdef IMGUI_HAS_DOCK
19451
    // Overlay: Display Docking info
19452
0
    if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode)
19453
0
    {
19454
0
        char buf[64] = "";
19455
0
        char* p = buf;
19456
0
        ImGuiDockNode* node = g.DebugHoveredDockNode;
19457
0
        ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
19458
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
19459
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
19460
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
19461
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
19462
0
        int depth = DockNodeGetDepth(node);
19463
0
        overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
19464
0
        ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
19465
0
        overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
19466
0
        overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
19467
0
    }
19468
0
#endif // #ifdef IMGUI_HAS_DOCK
19469
19470
0
    End();
19471
0
}
19472
19473
// [DEBUG] Display contents of Columns
19474
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
19475
0
{
19476
0
    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
19477
0
        return;
19478
0
    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
19479
0
    for (int column_n = 0; column_n < columns->Columns.Size; column_n++)
19480
0
        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));
19481
0
    TreePop();
19482
0
}
19483
19484
static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
19485
0
{
19486
0
    using namespace ImGui;
19487
0
    PushID(label);
19488
0
    PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
19489
0
    Text("%s:", label);
19490
0
    if (!enabled)
19491
0
        BeginDisabled();
19492
0
    CheckboxFlags("NoSplit", p_flags, ImGuiDockNodeFlags_NoSplit);
19493
0
    CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
19494
0
    CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
19495
0
    CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
19496
0
    CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
19497
0
    CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
19498
0
    CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
19499
0
    CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
19500
0
    CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking);
19501
0
    CheckboxFlags("NoDockingSplitMe", p_flags, ImGuiDockNodeFlags_NoDockingSplitMe);
19502
0
    CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
19503
0
    CheckboxFlags("NoDockingOverMe", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
19504
0
    CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
19505
0
    CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
19506
0
    if (!enabled)
19507
0
        EndDisabled();
19508
0
    PopStyleVar();
19509
0
    PopID();
19510
0
}
19511
19512
// [DEBUG] Display contents of ImDockNode
19513
void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
19514
0
{
19515
0
    ImGuiContext& g = *GImGui;
19516
0
    const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2);    // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
19517
0
    const bool is_active = (g.FrameCount - node->LastFrameActive < 2);  // Submitted
19518
0
    if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
19519
0
    bool open;
19520
0
    ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
19521
0
    if (node->Windows.Size > 0)
19522
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
19523
0
    else
19524
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
19525
0
    if (!is_alive) { PopStyleColor(); }
19526
0
    if (is_active && IsItemHovered())
19527
0
        if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
19528
0
            GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
19529
0
    if (open)
19530
0
    {
19531
0
        IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
19532
0
        IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
19533
0
        BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
19534
0
            node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
19535
0
        DebugNodeWindow(node->HostWindow, "HostWindow");
19536
0
        DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
19537
0
        BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
19538
0
        BulletText("Misc:%s%s%s%s%s%s%s",
19539
0
            node->IsDockSpace() ? " IsDockSpace" : "",
19540
0
            node->IsCentralNode() ? " IsCentralNode" : "",
19541
0
            is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "",
19542
0
            node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
19543
0
            node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
19544
0
        if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
19545
0
        {
19546
0
            if (BeginTable("flags", 4))
19547
0
            {
19548
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
19549
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
19550
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
19551
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
19552
0
                EndTable();
19553
0
            }
19554
0
            TreePop();
19555
0
        }
19556
0
        if (node->ParentNode)
19557
0
            DebugNodeDockNode(node->ParentNode, "ParentNode");
19558
0
        if (node->ChildNodes[0])
19559
0
            DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
19560
0
        if (node->ChildNodes[1])
19561
0
            DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
19562
0
        if (node->TabBar)
19563
0
            DebugNodeTabBar(node->TabBar, "TabBar");
19564
0
        DebugNodeWindowsList(&node->Windows, "Windows");
19565
19566
0
        TreePop();
19567
0
    }
19568
0
}
19569
19570
// [DEBUG] Display contents of ImDrawList
19571
// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
19572
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
19573
0
{
19574
0
    ImGuiContext& g = *GImGui;
19575
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19576
0
    int cmd_count = draw_list->CmdBuffer.Size;
19577
0
    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
19578
0
        cmd_count--;
19579
0
    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
19580
0
    if (draw_list == GetWindowDrawList())
19581
0
    {
19582
0
        SameLine();
19583
0
        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
19584
0
        if (node_open)
19585
0
            TreePop();
19586
0
        return;
19587
0
    }
19588
19589
0
    ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
19590
0
    if (window && IsItemHovered() && fg_draw_list)
19591
0
        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
19592
0
    if (!node_open)
19593
0
        return;
19594
19595
0
    if (window && !window->WasActive)
19596
0
        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
19597
19598
0
    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
19599
0
    {
19600
0
        if (pcmd->UserCallback)
19601
0
        {
19602
0
            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
19603
0
            continue;
19604
0
        }
19605
19606
0
        char buf[300];
19607
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
19608
0
            pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
19609
0
            pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
19610
0
        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
19611
0
        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
19612
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
19613
0
        if (!pcmd_node_open)
19614
0
            continue;
19615
19616
        // Calculate approximate coverage area (touched pixel count)
19617
        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
19618
0
        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
19619
0
        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
19620
0
        float total_area = 0.0f;
19621
0
        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
19622
0
        {
19623
0
            ImVec2 triangle[3];
19624
0
            for (int n = 0; n < 3; n++, idx_n++)
19625
0
                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
19626
0
            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
19627
0
        }
19628
19629
        // Display vertex information summary. Hover to get all triangles drawn in wire-frame
19630
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
19631
0
        Selectable(buf);
19632
0
        if (IsItemHovered() && fg_draw_list)
19633
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
19634
19635
        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
19636
0
        ImGuiListClipper clipper;
19637
0
        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
19638
0
        while (clipper.Step())
19639
0
            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
19640
0
            {
19641
0
                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
19642
0
                ImVec2 triangle[3];
19643
0
                for (int n = 0; n < 3; n++, idx_i++)
19644
0
                {
19645
0
                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
19646
0
                    triangle[n] = v.pos;
19647
0
                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
19648
0
                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
19649
0
                }
19650
19651
0
                Selectable(buf, false);
19652
0
                if (fg_draw_list && IsItemHovered())
19653
0
                {
19654
0
                    ImDrawListFlags backup_flags = fg_draw_list->Flags;
19655
0
                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
19656
0
                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
19657
0
                    fg_draw_list->Flags = backup_flags;
19658
0
                }
19659
0
            }
19660
0
        TreePop();
19661
0
    }
19662
0
    TreePop();
19663
0
}
19664
19665
// [DEBUG] Display mesh/aabb of a ImDrawCmd
19666
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
19667
0
{
19668
0
    IM_ASSERT(show_mesh || show_aabb);
19669
19670
    // Draw wire-frame version of all triangles
19671
0
    ImRect clip_rect = draw_cmd->ClipRect;
19672
0
    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
19673
0
    ImDrawListFlags backup_flags = out_draw_list->Flags;
19674
0
    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
19675
0
    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
19676
0
    {
19677
0
        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
19678
0
        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
19679
19680
0
        ImVec2 triangle[3];
19681
0
        for (int n = 0; n < 3; n++, idx_n++)
19682
0
            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
19683
0
        if (show_mesh)
19684
0
            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
19685
0
    }
19686
    // Draw bounding boxes
19687
0
    if (show_aabb)
19688
0
    {
19689
0
        out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
19690
0
        out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
19691
0
    }
19692
0
    out_draw_list->Flags = backup_flags;
19693
0
}
19694
19695
// [DEBUG] Display details for a single font, called by ShowStyleEditor().
19696
void ImGui::DebugNodeFont(ImFont* font)
19697
0
{
19698
0
    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
19699
0
        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
19700
0
    SameLine();
19701
0
    if (SmallButton("Set as default"))
19702
0
        GetIO().FontDefault = font;
19703
0
    if (!opened)
19704
0
        return;
19705
19706
    // Display preview text
19707
0
    PushFont(font);
19708
0
    Text("The quick brown fox jumps over the lazy dog");
19709
0
    PopFont();
19710
19711
    // Display details
19712
0
    SetNextItemWidth(GetFontSize() * 8);
19713
0
    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
19714
0
    SameLine(); MetricsHelpMarker(
19715
0
        "Note than the default embedded font is NOT meant to be scaled.\n\n"
19716
0
        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
19717
0
        "You may oversample them to get some flexibility with scaling. "
19718
0
        "You can also render at multiple sizes and select which one to use at runtime.\n\n"
19719
0
        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
19720
0
    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
19721
0
    char c_str[5];
19722
0
    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
19723
0
    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
19724
0
    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
19725
0
    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
19726
0
    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
19727
0
        if (font->ConfigData)
19728
0
            if (const ImFontConfig* cfg = &font->ConfigData[config_i])
19729
0
                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
19730
0
                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
19731
19732
    // Display all glyphs of the fonts in separate pages of 256 characters
19733
0
    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
19734
0
    {
19735
0
        ImDrawList* draw_list = GetWindowDrawList();
19736
0
        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
19737
0
        const float cell_size = font->FontSize * 1;
19738
0
        const float cell_spacing = GetStyle().ItemSpacing.y;
19739
0
        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
19740
0
        {
19741
            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
19742
            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
19743
            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
19744
0
            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
19745
0
            {
19746
0
                base += 4096 - 256;
19747
0
                continue;
19748
0
            }
19749
19750
0
            int count = 0;
19751
0
            for (unsigned int n = 0; n < 256; n++)
19752
0
                if (font->FindGlyphNoFallback((ImWchar)(base + n)))
19753
0
                    count++;
19754
0
            if (count <= 0)
19755
0
                continue;
19756
0
            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
19757
0
                continue;
19758
19759
            // Draw a 16x16 grid of glyphs
19760
0
            ImVec2 base_pos = GetCursorScreenPos();
19761
0
            for (unsigned int n = 0; n < 256; n++)
19762
0
            {
19763
                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
19764
                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
19765
0
                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
19766
0
                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
19767
0
                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
19768
0
                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
19769
0
                if (!glyph)
19770
0
                    continue;
19771
0
                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
19772
0
                if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
19773
0
                {
19774
0
                    DebugNodeFontGlyph(font, glyph);
19775
0
                    EndTooltip();
19776
0
                }
19777
0
            }
19778
0
            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
19779
0
            TreePop();
19780
0
        }
19781
0
        TreePop();
19782
0
    }
19783
0
    TreePop();
19784
0
}
19785
19786
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
19787
0
{
19788
0
    Text("Codepoint: U+%04X", glyph->Codepoint);
19789
0
    Separator();
19790
0
    Text("Visible: %d", glyph->Visible);
19791
0
    Text("AdvanceX: %.1f", glyph->AdvanceX);
19792
0
    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
19793
0
    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
19794
0
}
19795
19796
// [DEBUG] Display contents of ImGuiStorage
19797
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
19798
0
{
19799
0
    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
19800
0
        return;
19801
0
    for (int n = 0; n < storage->Data.Size; n++)
19802
0
    {
19803
0
        const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n];
19804
0
        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
19805
0
    }
19806
0
    TreePop();
19807
0
}
19808
19809
// [DEBUG] Display contents of ImGuiTabBar
19810
void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
19811
0
{
19812
    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
19813
0
    char buf[256];
19814
0
    char* p = buf;
19815
0
    const char* buf_end = buf + IM_ARRAYSIZE(buf);
19816
0
    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
19817
0
    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
19818
0
    p += ImFormatString(p, buf_end - p, "  { ");
19819
0
    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
19820
0
    {
19821
0
        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
19822
0
        p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
19823
0
    }
19824
0
    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
19825
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
19826
0
    bool open = TreeNode(label, "%s", buf);
19827
0
    if (!is_active) { PopStyleColor(); }
19828
0
    if (is_active && IsItemHovered())
19829
0
    {
19830
0
        ImDrawList* draw_list = GetForegroundDrawList();
19831
0
        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
19832
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
19833
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
19834
0
    }
19835
0
    if (open)
19836
0
    {
19837
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
19838
0
        {
19839
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
19840
0
            PushID(tab);
19841
0
            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
19842
0
            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
19843
0
            Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
19844
0
                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
19845
0
            PopID();
19846
0
        }
19847
0
        TreePop();
19848
0
    }
19849
0
}
19850
19851
void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
19852
0
{
19853
0
    SetNextItemOpen(true, ImGuiCond_Once);
19854
0
    if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"))
19855
0
    {
19856
0
        ImGuiWindowFlags flags = viewport->Flags;
19857
0
        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
19858
0
            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
19859
0
            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
19860
0
            viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
19861
0
        if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
19862
0
        BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
19863
            //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
19864
0
            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
19865
0
            (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
19866
0
            (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
19867
0
            (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
19868
0
            (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
19869
0
            (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
19870
0
            (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
19871
0
            (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
19872
0
            (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
19873
0
            (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "",
19874
0
            (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
19875
0
            (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
19876
0
        for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
19877
0
            for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
19878
0
                DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
19879
0
        TreePop();
19880
0
    }
19881
0
}
19882
19883
void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
19884
0
{
19885
0
    if (window == NULL)
19886
0
    {
19887
0
        BulletText("%s: NULL", label);
19888
0
        return;
19889
0
    }
19890
19891
0
    ImGuiContext& g = *GImGui;
19892
0
    const bool is_active = window->WasActive;
19893
0
    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
19894
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
19895
0
    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
19896
0
    if (!is_active) { PopStyleColor(); }
19897
0
    if (IsItemHovered() && is_active)
19898
0
        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
19899
0
    if (!open)
19900
0
        return;
19901
19902
0
    if (window->MemoryCompacted)
19903
0
        TextDisabled("Note: some memory buffers have been compacted/freed.");
19904
19905
0
    ImGuiWindowFlags flags = window->Flags;
19906
0
    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
19907
0
    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
19908
0
    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
19909
0
        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
19910
0
        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
19911
0
        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
19912
0
    BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
19913
0
    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
19914
0
    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
19915
0
    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
19916
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
19917
0
    {
19918
0
        ImRect r = window->NavRectRel[layer];
19919
0
        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
19920
0
            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
19921
0
        else
19922
0
            BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
19923
0
        DebugLocateItemOnHover(window->NavLastIds[layer]);
19924
0
    }
19925
0
    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
19926
19927
0
    BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
19928
0
    BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
19929
0
    BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
19930
0
    if (window->DockNode || window->DockNodeAsHost)
19931
0
        DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
19932
19933
0
    if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, "RootWindow"); }
19934
0
    if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
19935
0
    if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
19936
0
    if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
19937
0
    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
19938
0
    {
19939
0
        for (int n = 0; n < window->ColumnsStorage.Size; n++)
19940
0
            DebugNodeColumns(&window->ColumnsStorage[n]);
19941
0
        TreePop();
19942
0
    }
19943
0
    DebugNodeStorage(&window->StateStorage, "Storage");
19944
0
    TreePop();
19945
0
}
19946
19947
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
19948
0
{
19949
0
    if (settings->WantDelete)
19950
0
        BeginDisabled();
19951
0
    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
19952
0
        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
19953
0
    if (settings->WantDelete)
19954
0
        EndDisabled();
19955
0
}
19956
19957
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
19958
0
{
19959
0
    if (!TreeNode(label, "%s (%d)", label, windows->Size))
19960
0
        return;
19961
0
    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
19962
0
    {
19963
0
        PushID((*windows)[i]);
19964
0
        DebugNodeWindow((*windows)[i], "Window");
19965
0
        PopID();
19966
0
    }
19967
0
    TreePop();
19968
0
}
19969
19970
// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
19971
void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
19972
0
{
19973
0
    for (int i = 0; i < windows_size; i++)
19974
0
    {
19975
0
        ImGuiWindow* window = windows[i];
19976
0
        if (window->ParentWindowInBeginStack != parent_in_begin_stack)
19977
0
            continue;
19978
0
        char buf[20];
19979
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
19980
        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
19981
0
        DebugNodeWindow(window, buf);
19982
0
        Indent();
19983
0
        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
19984
0
        Unindent();
19985
0
    }
19986
0
}
19987
19988
//-----------------------------------------------------------------------------
19989
// [SECTION] DEBUG LOG WINDOW
19990
//-----------------------------------------------------------------------------
19991
19992
void ImGui::DebugLog(const char* fmt, ...)
19993
0
{
19994
0
    va_list args;
19995
0
    va_start(args, fmt);
19996
0
    DebugLogV(fmt, args);
19997
0
    va_end(args);
19998
0
}
19999
20000
void ImGui::DebugLogV(const char* fmt, va_list args)
20001
0
{
20002
0
    ImGuiContext& g = *GImGui;
20003
0
    const int old_size = g.DebugLogBuf.size();
20004
0
    g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
20005
0
    g.DebugLogBuf.appendfv(fmt, args);
20006
0
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
20007
0
        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
20008
0
    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
20009
0
}
20010
20011
void ImGui::ShowDebugLogWindow(bool* p_open)
20012
0
{
20013
0
    ImGuiContext& g = *GImGui;
20014
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20015
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
20016
0
    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
20017
0
    {
20018
0
        End();
20019
0
        return;
20020
0
    }
20021
20022
0
    AlignTextToFramePadding();
20023
0
    Text("Log events:");
20024
0
    SameLine(); CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_);
20025
0
    SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId);
20026
0
    SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus);
20027
0
    SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup);
20028
0
    SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav);
20029
0
    SameLine(); if (CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper)) { g.DebugLogClipperAutoDisableFrames = 2; } if (IsItemHovered()) SetTooltip("Clipper log auto-disabled after 2 frames");
20030
0
    SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO);
20031
0
    SameLine(); CheckboxFlags("Docking", &g.DebugLogFlags, ImGuiDebugLogFlags_EventDocking);
20032
0
    SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport);
20033
20034
0
    if (SmallButton("Clear"))
20035
0
    {
20036
0
        g.DebugLogBuf.clear();
20037
0
        g.DebugLogIndex.clear();
20038
0
    }
20039
0
    SameLine();
20040
0
    if (SmallButton("Copy"))
20041
0
        SetClipboardText(g.DebugLogBuf.c_str());
20042
0
    BeginChild("##log", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
20043
20044
0
    ImGuiListClipper clipper;
20045
0
    clipper.Begin(g.DebugLogIndex.size());
20046
0
    while (clipper.Step())
20047
0
        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
20048
0
        {
20049
0
            const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
20050
0
            const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
20051
0
            TextUnformatted(line_begin, line_end);
20052
0
            ImRect text_rect = g.LastItemData.Rect;
20053
0
            if (IsItemHovered())
20054
0
                for (const char* p = line_begin; p < line_end - 10; p++)
20055
0
                {
20056
0
                    ImGuiID id = 0;
20057
0
                    if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
20058
0
                        continue;
20059
0
                    ImVec2 p0 = CalcTextSize(line_begin, p);
20060
0
                    ImVec2 p1 = CalcTextSize(p, p + 10);
20061
0
                    g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
20062
0
                    if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
20063
0
                        DebugLocateItemOnHover(id);
20064
0
                    p += 10;
20065
0
                }
20066
0
        }
20067
0
    if (GetScrollY() >= GetScrollMaxY())
20068
0
        SetScrollHereY(1.0f);
20069
0
    EndChild();
20070
20071
0
    End();
20072
0
}
20073
20074
//-----------------------------------------------------------------------------
20075
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
20076
//-----------------------------------------------------------------------------
20077
20078
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green
20079
20080
void ImGui::DebugLocateItem(ImGuiID target_id)
20081
0
{
20082
0
    ImGuiContext& g = *GImGui;
20083
0
    g.DebugLocateId = target_id;
20084
0
    g.DebugLocateFrames = 2;
20085
0
}
20086
20087
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
20088
0
{
20089
0
    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
20090
0
        return;
20091
0
    ImGuiContext& g = *GImGui;
20092
0
    DebugLocateItem(target_id);
20093
0
    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
20094
0
}
20095
20096
void ImGui::DebugLocateItemResolveWithLastItem()
20097
0
{
20098
0
    ImGuiContext& g = *GImGui;
20099
0
    ImGuiLastItemData item_data = g.LastItemData;
20100
0
    g.DebugLocateId = 0;
20101
0
    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
20102
0
    ImRect r = item_data.Rect;
20103
0
    r.Expand(3.0f);
20104
0
    ImVec2 p1 = g.IO.MousePos;
20105
0
    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
20106
0
    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
20107
0
    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
20108
0
}
20109
20110
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
20111
void ImGui::UpdateDebugToolItemPicker()
20112
0
{
20113
0
    ImGuiContext& g = *GImGui;
20114
0
    g.DebugItemPickerBreakId = 0;
20115
0
    if (!g.DebugItemPickerActive)
20116
0
        return;
20117
20118
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20119
0
    SetMouseCursor(ImGuiMouseCursor_Hand);
20120
0
    if (IsKeyPressed(ImGuiKey_Escape))
20121
0
        g.DebugItemPickerActive = false;
20122
0
    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
20123
0
    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
20124
0
    {
20125
0
        g.DebugItemPickerBreakId = hovered_id;
20126
0
        g.DebugItemPickerActive = false;
20127
0
    }
20128
0
    for (int mouse_button = 0; mouse_button < 3; mouse_button++)
20129
0
        if (change_mapping && IsMouseClicked(mouse_button))
20130
0
            g.DebugItemPickerMouseButton = (ImU8)mouse_button;
20131
0
    SetNextWindowBgAlpha(0.70f);
20132
0
    if (!BeginTooltip())
20133
0
        return;
20134
0
    Text("HoveredId: 0x%08X", hovered_id);
20135
0
    Text("Press ESC to abort picking.");
20136
0
    const char* mouse_button_names[] = { "Left", "Right", "Middle" };
20137
0
    if (change_mapping)
20138
0
        Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
20139
0
    else
20140
0
        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
20141
0
    EndTooltip();
20142
0
}
20143
20144
// [DEBUG] Stack Tool: update queries. Called by NewFrame()
20145
void ImGui::UpdateDebugToolStackQueries()
20146
0
{
20147
0
    ImGuiContext& g = *GImGui;
20148
0
    ImGuiStackTool* tool = &g.DebugStackTool;
20149
20150
    // Clear hook when stack tool is not visible
20151
0
    g.DebugHookIdInfo = 0;
20152
0
    if (g.FrameCount != tool->LastActiveFrame + 1)
20153
0
        return;
20154
20155
    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
20156
    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
20157
0
    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
20158
0
    if (tool->QueryId != query_id)
20159
0
    {
20160
0
        tool->QueryId = query_id;
20161
0
        tool->StackLevel = -1;
20162
0
        tool->Results.resize(0);
20163
0
    }
20164
0
    if (query_id == 0)
20165
0
        return;
20166
20167
    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
20168
0
    int stack_level = tool->StackLevel;
20169
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20170
0
        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
20171
0
            tool->StackLevel++;
20172
20173
    // Update hook
20174
0
    stack_level = tool->StackLevel;
20175
0
    if (stack_level == -1)
20176
0
        g.DebugHookIdInfo = query_id;
20177
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20178
0
    {
20179
0
        g.DebugHookIdInfo = tool->Results[stack_level].ID;
20180
0
        tool->Results[stack_level].QueryFrameCount++;
20181
0
    }
20182
0
}
20183
20184
// [DEBUG] Stack tool: hooks called by GetID() family functions
20185
void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
20186
0
{
20187
0
    ImGuiContext& g = *GImGui;
20188
0
    ImGuiWindow* window = g.CurrentWindow;
20189
0
    ImGuiStackTool* tool = &g.DebugStackTool;
20190
20191
    // Step 0: stack query
20192
    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
20193
0
    if (tool->StackLevel == -1)
20194
0
    {
20195
0
        tool->StackLevel++;
20196
0
        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
20197
0
        for (int n = 0; n < window->IDStack.Size + 1; n++)
20198
0
            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
20199
0
        return;
20200
0
    }
20201
20202
    // Step 1+: query for individual level
20203
0
    IM_ASSERT(tool->StackLevel >= 0);
20204
0
    if (tool->StackLevel != window->IDStack.Size)
20205
0
        return;
20206
0
    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
20207
0
    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
20208
20209
0
    switch (data_type)
20210
0
    {
20211
0
    case ImGuiDataType_S32:
20212
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
20213
0
        break;
20214
0
    case ImGuiDataType_String:
20215
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
20216
0
        break;
20217
0
    case ImGuiDataType_Pointer:
20218
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
20219
0
        break;
20220
0
    case ImGuiDataType_ID:
20221
0
        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
20222
0
            return;
20223
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
20224
0
        break;
20225
0
    default:
20226
0
        IM_ASSERT(0);
20227
0
    }
20228
0
    info->QuerySuccess = true;
20229
0
    info->DataType = data_type;
20230
0
}
20231
20232
static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
20233
0
{
20234
0
    ImGuiStackLevelInfo* info = &tool->Results[n];
20235
0
    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
20236
0
    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
20237
0
        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
20238
0
    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
20239
0
        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
20240
0
    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
20241
0
        return (*buf = 0);
20242
#ifdef IMGUI_ENABLE_TEST_ENGINE
20243
    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()
20244
        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
20245
#endif
20246
0
    return ImFormatString(buf, buf_size, "???");
20247
0
}
20248
20249
// Stack Tool: Display UI
20250
void ImGui::ShowStackToolWindow(bool* p_open)
20251
0
{
20252
0
    ImGuiContext& g = *GImGui;
20253
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20254
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
20255
0
    if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
20256
0
    {
20257
0
        End();
20258
0
        return;
20259
0
    }
20260
20261
    // Display hovered/active status
20262
0
    ImGuiStackTool* tool = &g.DebugStackTool;
20263
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20264
0
    const ImGuiID active_id = g.ActiveId;
20265
#ifdef IMGUI_ENABLE_TEST_ENGINE
20266
    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
20267
#else
20268
0
    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);
20269
0
#endif
20270
0
    SameLine();
20271
0
    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
20272
20273
    // CTRL+C to copy path
20274
0
    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
20275
0
    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
20276
0
    SameLine();
20277
0
    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
20278
0
    if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C))
20279
0
    {
20280
0
        tool->CopyToClipboardLastTime = (float)g.Time;
20281
0
        char* p = g.TempBuffer.Data;
20282
0
        char* p_end = p + g.TempBuffer.Size;
20283
0
        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
20284
0
        {
20285
0
            *p++ = '/';
20286
0
            char level_desc[256];
20287
0
            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
20288
0
            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
20289
0
            {
20290
0
                if (level_desc[n] == '/')
20291
0
                    *p++ = '\\';
20292
0
                *p++ = level_desc[n];
20293
0
            }
20294
0
        }
20295
0
        *p = '\0';
20296
0
        SetClipboardText(g.TempBuffer.Data);
20297
0
    }
20298
20299
    // Display decorated stack
20300
0
    tool->LastActiveFrame = g.FrameCount;
20301
0
    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
20302
0
    {
20303
0
        const float id_width = CalcTextSize("0xDDDDDDDD").x;
20304
0
        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
20305
0
        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
20306
0
        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
20307
0
        TableHeadersRow();
20308
0
        for (int n = 0; n < tool->Results.Size; n++)
20309
0
        {
20310
0
            ImGuiStackLevelInfo* info = &tool->Results[n];
20311
0
            TableNextColumn();
20312
0
            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
20313
0
            TableNextColumn();
20314
0
            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
20315
0
            TextUnformatted(g.TempBuffer.Data);
20316
0
            TableNextColumn();
20317
0
            Text("0x%08X", info->ID);
20318
0
            if (n == tool->Results.Size - 1)
20319
0
                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
20320
0
        }
20321
0
        EndTable();
20322
0
    }
20323
0
    End();
20324
0
}
20325
20326
#else
20327
20328
void ImGui::ShowMetricsWindow(bool*) {}
20329
void ImGui::ShowFontAtlas(ImFontAtlas*) {}
20330
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
20331
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
20332
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
20333
void ImGui::DebugNodeFont(ImFont*) {}
20334
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
20335
void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
20336
void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
20337
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
20338
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
20339
void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
20340
20341
void ImGui::DebugLog(const char*, ...) {}
20342
void ImGui::DebugLogV(const char*, va_list) {}
20343
void ImGui::ShowDebugLogWindow(bool*) {}
20344
void ImGui::ShowStackToolWindow(bool*) {}
20345
void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
20346
void ImGui::UpdateDebugToolItemPicker() {}
20347
void ImGui::UpdateDebugToolStackQueries() {}
20348
20349
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
20350
20351
//-----------------------------------------------------------------------------
20352
20353
// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
20354
// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
20355
#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
20356
#include "imgui_user.inl"
20357
#endif
20358
20359
//-----------------------------------------------------------------------------
20360
20361
#endif // #ifndef IMGUI_DISABLE